










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.6Donators/Buyers bonus! Restock All Stores 1.7.6Add menu item to restock all stores. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Smarter Rest 1.7.6智能休息: Rest becomes smarter: QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. CN Showing Items Tier in Inventory 1.7.4This 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 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 15 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Salelle the umbral horror at level 15 on the 39th Haze 122nd year of Ascendancy at 11:26 / 1 |
Primary Stats
| Strength | 57 (base 31) |
| Dexterity | 78 (base 41) |
| Constitution | 12 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 13 (base 12) |
Resources
| Life | -19/378 |
| Stamina | 160/160 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 0.25478815428145 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 56 |
| Crit Chance | 36% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +24% |
| Temporal | +20% |
| Cold | +3% |
| Physical | +51% |
| Fire | +6% |
| Lightning | +3% |
Offense: Damage Penetration
| Darkness | +15% |
| Light | +5% |
| Temporal | +8% |
| Mind | +20% |
| Physical | +8% |
| Cold | +20% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 13 (38.594633868923%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 8 |
| Mental Save | 20 |
Defense: Resistances
| Physical | + 11%( 70%) |
| Cold | + 30%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 9%( 70%) |
| Darkness | + 6%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 42% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 440 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 98 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 121 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 Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat techniques | 1.14 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the worried loremaster from death by Vorinne the green worm mass. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed green worm. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * You've found the needed red crystal shard. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed pouch of bone giant dust. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Tegrim (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +6% physical Apr +1 ----- def ----- Armour +2 ---------- misc Infravis +2 A pair of boots made of leather. |
| Quiver | barbed quiver of ash arrows of crippling (18/18, 130% power, 7 apr)3.0 T2 arrow ammo [Ego++] Master Power 131% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +18.5% Capacity 18 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc 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. |
| On head | linen wizard hat 'Shiverknave' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +9% physical +3% cold Res.pen +20% cold ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
| Tool | Murkkill [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% darkness +6% fire Res.pen +5% light +15% darkness Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Dagyvor the Venomoblivion0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +11% physical Res.pen +5% nature On Hit (Melee): * 10% chance to slow global speed by 34% ----- def ----- Resists +9% mind +11% physical Rings make your fingers look great! |
| On fingers | titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +5 (+2 eff.) Confus- +22% Rings make your fingers look great! |
| Around waist | rough leather belt 'Earinik'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) Res.pen +20% mind ----- def ----- Resists +6% darkness +12% cold ---------- misc Psi/ret +0.08 Max.stam +10.00 A belt that goes around your waist. |
| In main hand | keeper's elm longbow of true flight4.0 T1 longbow 2H weapon [Ego++] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +14% physical +14% temporal Res.pen +8% physical +8% temporal Acc +9 (+2 eff.) ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
| On hands | sand dwarven-steel gauntlets of dexterity (+2) (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 physical Dmg.mod +5% physical Acc +10 (+2 eff.) ----- def ----- Armour +7 Fatigue +3% 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. |
| Main armor | Toregar the cured leather armour (8 def, 4 armour)9.0 T2 light armor [Random Unique] Master While equipped: Stats +4 Str +4 Dex dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +21 (+6 eff.) Dmg.mod +6% physical +6% temporal ----- def ----- Armour +4 Defense +8 (+3 eff.) Fatigue +7% Resists +18% cold Phys.save +9 (+5 eff.) A suit of armour made of leather. |
| Cloak | Gilerion the Wildoath (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Dex +2 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 34% ----- def ----- Defense +1 (+1 eff.) Resists +3% light Mind.save +6 (+3 eff.) ---------- misc Light +2 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earisus0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Wil ----- def ----- Resists +6% nature Confus- +20% ---------- misc Masteries +0.14 Technique/Combat techniques Amulets make your neck look great! |
Inventory
regeneration infusion (heal 60; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 344; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 344 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Ulfozilaregoldil the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +12% mind Apr +3 ----- def ----- Resists +11% light +12% darkness Blind- +24% ---------- misc Stam/turn +2.00 Max.hate +2.00 Amulets make your neck look great! |
Undeathrage0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% nature Res.pen +15% lightning +10% nature On Hit (Melee): * 10% chance to slow global speed by 34% * 10% chance to reduce strength, dexterity, and constitution by 6 Amulets make your neck look great! |
grounding steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +13% lightning Stun/Frz- +20% Amulets make your neck look great! |
Tidespitter0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +3% mind Res.pen +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 9 ----- def ----- Resists +22% acid +12% mind Rings make your fingers look great! |
Infernoslice (111% power, 3 apr, cold element)5.0 T2 staff 1H weapon Reqs Mag 16 [Random Unique] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +17% Crit.mult +23.00% Phys.pwr +6 (+2 eff.) Spell.pwr +13 (+11 eff.) Dmg.mod +15% cold +3% fire Acc +5 (+1 eff.) ----- def ----- Resists +9% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron longsword 'Zodechik' (107% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 mind On Hit: * 12% chance to reduce all saves and defense by 9 While equipped: Stats +2 Cun +6 Wil dps ---------- Spell.pwr +5 (+5 eff.) S.pwr/crit +2 ---------- misc Vim/s.crit +2.00 Max.mana +60.00 Max.vim +20.00 Sharp, long, and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 243.43 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Charrot the ash longbow4.0 T2 longbow 2H weapon [Random Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit.r1 +8 blight While equipped: Stats +5 Str dps ---------- Phys.crit +3.0% Phys.pwr +8 (+2 eff.) Res.pen +5% blight +11% all Acc +26 (+6 eff.) Apr +9 ----- def ----- Resists +12% fire Longbows are used to shoot arrows at your foes. |
cleansing rough leather armour of the deep (3 def, 3 armour)9.0 T1 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +6% Resists +6% acid +6% cold +11% nature +10% blight ---------- misc Breathe water A suit of armour made of leather. |
Gleampiety1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +9% light Res.pen +25% light +25% fire ----- def ----- HP.reg +1.00 Heal.mod +13% A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Gorewhisper'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +3 (+1 eff.) Dmg.mod +6% nature +12% mind Res.pen +5% acid Melee Ret 4 acid ----- def ----- Resists +3% mind A belt that goes around your waist. |
Dimburst (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 2 light On Hit (Melee): * 20% chance to reduce damage dealt by 8% ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +9% lightning +10% cold +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poralenne (6 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +6% blight +11% cold +3% darkness Blind- +10% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Polobrevena (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+10 eff.) Dmg.mod +12% blight Res.pen +10% arcane ----- def ----- Armour +3 Fatigue +2% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.35 Max.mana +44.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Lisawen' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Mind.crit +2% Phys.pwr +15 (+4 eff.) ----- def ----- Armour +5 Fatigue +2% Phys.save +3 (+2 eff.) Pinning- +10% ---------- misc Psi/ret +0.04 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 nature Dmg.mod +3% nature Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Searfury' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Str dps ---------- Res.pen +5% fire Melee Ret 8 acid ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 Infravis +2 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 20.02 to 60.05 lightning damage (40.03 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +10% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
4 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
148 alchemist agate0.0 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. |
Xyrata2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +1 Con dps ---------- Apr +1 On Hit (Melee): * 10% chance to reduce all saves and defense by 9 ----- def ----- Defense +5 (+2 eff.) Max.HP +42.00 ---------- misc Max.stam +20.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe 'Carrionmaster' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Mag dps ---------- Dmg.mod +6% nature Res.pen +5% nature ----- def ----- Fatigue -5% Resists +21% fire ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Deepskiss' (dig speed 27 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +6% darkness Res.pen +5% darkness +25% mind Acc +3 (+1 eff.) Melee Ret 2 mind 2 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 9 ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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 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. |
extending iron torque of gale force [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 151 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
focusing steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
powerful elm wand of lightning storm [power 110] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (113 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shivers-n-Quivers the Skeleton Archer level 10
16th Haze 122nd year of Ascendancy at 18:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shivers-n-Quivers the Skeleton Archer level 12
19th Haze 122nd year of Ascendancy at 04:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Shivers-n-Quivers the Skeleton Archer level 9
12nd Haze 122nd year of Ascendancy at 07:50 see stats
Log
You pickup 0.75 gold pieces.
You pickup 0.75 gold pieces.
Shivers-n-Quivers casts Rune: Shielding.
A shield forms around Shivers-n-Quivers.
Ran for 2 turns (stop reason: hostile spotted to the east (shadow)).
Shivers-n-Quivers uses Pin Down.
Target out of range. Hold to force your weapon to fire at targets beyond its range (7).
You pickup 0.80 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.50 gold pieces.
The shield around Shivers-n-Quivers crumbles.
Shivers-n-Quivers picks up (a.): regeneration infusion (heal 60; 12 cd).
You pickup 0.45 gold pieces.
Shivers-n-Quivers picks up (F.): iron pickaxe 'Carrionmaster' (dig speed 36 turns).
Something hits Shivers-n-Quivers for 113 darkness damage.
Shrouded in Darklight from Salelle the umbral horror hits Shivers-n-Quivers for 13 light, 18 darkness (31 total damage).
Something hits Shivers-n-Quivers for 88 light damage.
Voruthra the red crystal casts Flame Bolt.
Shrouded in Darklight from Salelle the umbral horror hits Shivers-n-Quivers for 13 light, 18 darkness (31 total damage).
Shivers-n-Quivers is on fire!
Voruthra the red crystal's Flame Bolt hits Shivers-n-Quivers for 109 fire damage.
Something hits Shivers-n-Quivers for 26 darkness damage.
Shivers-n-Quivers the level 15 skeleton archer was shadowed to death by Salelle the umbral horror on level 5 of Scintillating Caves.





















































































