










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
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:
Showing Items Tier in Inventory 1.7.2This 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 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:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Items Vault 1.7.6Donators/Buyers bonus! Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 16 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Xara the giant carpenter ant at level 16 on the 27th Dusk 122nd year of Ascendancy at 04:30 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 43 (base 41) |
| Willpower | 40 (base 30) |
| Cunning | 23 (base 16) |
Resources
| Life | -217/329 |
| Mana | 153/395 |
| Positive | 59/95 |
| Healing Factor | 1.1000003099961 |
| Regeneration | 4.4550012554844 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 6 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Nature | +5% |
| Temporal | +10% |
| Cold | +6% |
| Lightning | +9% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +25% |
| Lightning | +10% |
| Mind | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 27 |
| Mental Save | 22 |
Defense: Resistances
| Nature | + 16%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 13%( 70%) |
| Blight | + 13%( 70%) |
| Cold | + 18%( 70%) |
| Fire | + 16%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 20% |
| Knockback Resistance | 40% |
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 189 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| 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 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 Dexterity stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 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 successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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: * '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.' * '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.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed length of troll intestine. * You've found the needed green worm. | 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 |
Equipment
| On feet | Cobratreason the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Cun +1 Wil dps ---------- Res.pen +20% nature ----- def ----- Armour +1 Resists +5% lightning +6% temporal A pair of boots made of leather. |
| Light source | brass lantern 'Skycut'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% lightning +25% arcane ----- def ----- Max.HP +40.00 ---------- misc 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 | Shockransom (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% lightning +9% acid On Hit (Melee): * 10% chance to reduce armor by 28% ----- def ----- Defense +1 (+1 eff.) Resists +3% light Phys.save +6 (+6 eff.) A pointy cloth hat, very wizardly... |
| Tool | cleansing elm wand of lightning storm [power 116] (8/15 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (126 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
| Around 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. |
| In main hand | Belanor the elm starstaff (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +18% mind +10% temporal Res.pen +10% mind ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +7% all Max.HP +40.00 HP.reg +1.80 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Max.mana +40.00 A stylish kruk-style cloak, to look awesome. |
| Around neck | insulating copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
Inventory
wild infusion of the psychic (res 23%; mental; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the warrior (absorb 89; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 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 89 damage for 3 turns. Its effects scale with your Strength stat. 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 wizard (absorb 179; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 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 179 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great! |
mule's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Fatigue -4% Resists +22% fire ---------- misc Max.enc +23 Rings make your fingers look great! |
Porynor the Galepall (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning Res.pen +10% lightning ----- def ----- Defense +7 (+7 eff.) Resists +9% cold +3% temporal ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 65.74 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. |
elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mayura the steel battleaxe (18-27 power, 12 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Random Unique] Arcane/Master/Psionic Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +5.0% Atk.spd 100% Phasing +19% Melee+ +7 darkness Against +13% Living On Crit: * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +9 (+8 eff.) Spell.pwr +5 (+2 eff.) Res.pen +15% blight Acc +20 (+16 eff.) Melee Ret 2 arcane Massive two-handed battleaxes. |
slime-covered iron greatsword of massacre (24-38 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Disrupt/Master Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 46% Massive two-handed swords. |
thought-forged steel greatsword of erosion (26-41 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature/Psionic Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 mind +7 nature On Hit: * 16% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +2 Wil Massive two-handed swords. |
thought-forged steel longsword of crippling (14-20 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Master/Psionic Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 mind On Hit: * 11% chance to reduce all saves and defense by 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +6.0% Sharp, long, and deadly. |
Glowveil the iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 mind On Hit: * 13% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +2 Wil dps ---------- Crit.mult +5.00% Spell.pwr +5 (+2 eff.) Dmg.mod +6% light ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +1.00 Max.vim +40.00 Sharp, short and deadly. |
iron dagger 'Prismseam' (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 light On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Dmg.mod +15% light Res.pen +5% mind ----- def ----- Mind.save +3 (+2 eff.) Sharp, short and deadly. |
mighty rough leather sling of acid4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 acid While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+6 eff.) Dmg.mod +9% acid Slings are used to hurl stones or metal shots at your foes. |
steel shield of fire resistance (+15%) (0 def, 4 armour, 15-18 power, 41 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Master When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% fire ---------- misc Talents +1 Block Handheld deflection devices. |
mindwoven linen robe of lightning (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of darkness (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +15% arcane +12% darkness ----- def ----- Resists +18% darkness +9% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% HP.reg +2.10 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Max.HP +32.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of leather. |
Rimewar the cured leather armour (8 def, 8 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Nature/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +3% cold On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +7% Resists +6% acid Max.HP +48.00 A suit of armour made of leather. |
impenetrable steel mail armour of lightning resistance (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
Adyldabeth the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +2% physical +6% darkness +3% temporal Crit.chn- 10.00% Phys.save +5 (+5 eff.) Mind.save +5 (+3 eff.) Die.at -90.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Barofang the linen cloak (27 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +27 (+22 eff.) Resists +3% nature +6% mind Phys.save +6 (+6 eff.) Blind- +20% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xaneridanne (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% mind Res.pen +5% acid ----- def ----- Armour +1 Resists +5% fire +7% cold ---------- misc Infravis +1 A pair of boots made of leather. |
Brandblast (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +8 Dex +5 Mag dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +3% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layewen (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag ----- def ----- Armour +3 Defense +10 (+10 eff.) Fatigue +2% Resists +6% fire +5% cold Phys.save +3 (+3 eff.) Max.HP +60.00 ---------- misc Max.hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+7 eff.) ----- def ----- Armour +2 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. |
iron gauntlets 'Gloruralle' (30 def, 5 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +5 Defense +30 (+24 eff.) Fatigue +1% Resists +3% acid Die.at -20.00 life HP.reg +6.00 Heal.mod +15% ---------- misc Stam/turn +0.60 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of madness (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +4% ----- def ----- Defense +1 (+1 eff.) Mind.save +12 (+6 eff.) Hateful Whisper: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 81 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Adenn the Fogstriker (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Grinydelar (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +3% blight ----- def ----- Defense +1 (+1 eff.) Mind.save +7 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Vim/s.crit +2.00 Max.vim +20.00 A pointy cloth hat, very wizardly... |
Oakworth (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +3% fire +9% nature +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Defense +1 (+1 eff.) Resists +9% nature ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
insulating rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
rough leather cap 'Glegaldawyn' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Apr +1 ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% cold Die.at -40.00 life ---------- misc Max.stam +30.00 A cap made of leather. |
rough leather cap 'Strikewing' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% lightning +3% acid Res.pen +20% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 17% * 10% chance to reduce armor by 28% ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning A cap made of leather. |
stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+8 eff.) A cap made of leather. |
Emelaletta (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Phasing +10% ----- def ----- Armour +3 Fatigue +5% Crit.chn- 5.00% Spell.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Zubirin' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +5% HP.reg +4.00 Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+9 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
2 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. |
2 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
133 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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+6 eff.) Heal.mod +11% ---------- misc 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. |
Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 31.79 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Archy Marshall the Cornac Archmage level 10
2nd Mirth 122nd year of Ascendancy at 05:24 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Archy Marshall the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 02:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Archy Marshall the Cornac Archmage level 13
2nd Dusk 122nd year of Ascendancy at 22:35 see stats
Log
The shield around Archy Marshall crumbles.
Archy Marshall resists the terror!
Archy Marshall is stunned!
Xara the giant carpenter ant hits Archy Marshall for (177 absorbed), 0 physical, (87 absorbed), 13 physical (13 total damage).
Archy Marshall receives 28 healing from Temporal Restoration Field.
Thunderstorm hits Xara the giant carpenter ant for 6 lightning damage.
Melee retaliation hits Xara the giant carpenter ant for 4 light, 4 light (7 total damage).
Archy Marshall's arcane area effect hits Xara the giant carpenter ant for 2 arcane damage.
Archy Marshall is dazed!
Melee retaliation hits Xara the giant carpenter ant for 3 light damage.
Xara the giant carpenter ant hits Archy Marshall for 174 physical damage.
Talent Command Staff is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Illuminate is ready to use.
Talent Flame is ready to use.
Talent Congeal Time is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Phase Door is ready to use.
Archy Marshall receives 28 healing from Temporal Restoration Field.
Thunderstorm hits Xara the giant carpenter ant for 2 lightning damage.
Archy Marshall's arcane area effect hits Xara the giant carpenter ant for 1 arcane damage.
Xara the giant carpenter ant uses Slash.
Xara the giant carpenter ant performs a melee critical strike against Archy Marshall!
Archy Marshall is not dazed anymore.
Xara the giant carpenter ant's blood frenzy intensifies!
Melee retaliation hits Xara the giant carpenter ant for 3 light damage.
Xara the giant carpenter ant hits Archy Marshall for 403 physical damage.
Archy Marshall the level 16 cornac archmage was splattered to death by Xara the giant carpenter ant on level 3 of Scintillating Caves.
The furious lightning storm around Archy Marshall calms down and disappears.































































































