











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 | Shalore |
| Class | Rogue |
| Level / Exp | 18 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by Silivena the sandworm at level 18 on the 52nd Dusk 122nd year of Ascendancy at 06:27 / 1 |
Primary Stats
| Strength | 13 (base 12) |
| Dexterity | 49 (base 45) |
| Constitution | 24 (base 10) |
| Magic | 28 (base 10) |
| Willpower | 33 (base 10) |
| Cunning | 52 (base 36) |
Resources
| Life | -53/561 |
| Mana | 130/400 |
| Stamina | 164/270 |
| Healing Factor | 1.2672674059366 |
| Regeneration | 31.972149524663 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 38.264408783316 |
| See Invisible | 47.264408783316 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 42 |
| Crit Chance | 26% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 35 |
| Crit Chance | 23% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +19% |
| Cold | +24% |
| Arcane | +6% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +18% |
| Physical | +33% |
| Nature | +23% |
| Lightning | +28% |
| Arcane | +13% |
| Mind | +18% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 14 (49.007671158813%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 20 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 47%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 25%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 12%( 70%) |
| Darkness | + 15%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 31% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 197 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 57 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 650% 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 Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 19.0 and stamina regeneration by 5.9. Soothing Darkness |
| beneficial effect | The target's critical strike damage bonus is increased by 36%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Cunning 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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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 xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * '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.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Daimoharatar the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil +2 Cun +4 Con dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +6% mind ----- def ----- Armour +1 Crit.chn- 15.00% A pair of boots made of leather. |
| Light source | Torchnull2.0 T1 lite [Rare] Master While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Resists +5% arcane Max.HP +80.00 Stun/Frz- +10% ---------- 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 | Obsidianstriker the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +4 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 21% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal A cap made of leather. |
| On hands | Mirepall (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Cun +2 Con dps ---------- Res.pen +10% mind On Hit (Melee): * 10% chance to slow global speed by 52% ----- def ----- Armour +1 Fatigue +1% Crit.chn- 5.00% HP.reg +3.00 ---------- misc Stam/turn +0.60 Max.stam +12.00 See.Invis +9 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. |
| Tool | iron pickaxe 'Sunpassion' (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +11.00% Phys.pwr +6 (+3 eff.) Dmg.mod +12% light +6% cold Apr +5 ----- def ----- Resists +9% acid +3% light ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
| On fingers | Vargh Redemption =6 con=0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.15 cold and 12.22 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 222 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Xanytta the Blasttooth (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 lightning On Crit.r2 +4 light While equipped: dps ---------- Res.pen +15% lightning +10% darkness +8% all Acc +5 (+2 eff.) Apr +6 ----- def ----- Resists +12% lightning ---------- misc Light +2 Sharp, short and deadly. |
| Around waist | Belyrathra the rough leather belt =4 mag=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Res.pen +5% physical ----- def ----- Phys.save +3 (+1 eff.) Die.at -20.00 life ---------- misc Mana/turn +0.12 Max.mana +63.00 Max.stam +30.00 A belt that goes around your waist. |
| In off hand | thorny mindstar 'Choldir' (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +3 Dex +3 Mag +3 Wil +3 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 13 lightning Dmg.mod +6% lightning Res.pen +5% lightning ----- def ----- Resists +6% lightning +6% cold +3% blight Mind.save +6 (+3 eff.) Max.HP +80.00 Heal.mod +15% ---------- misc Infravis +3 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. |
| Cloak | Mayerin the Tundratide (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% cold Res.pen +20% physical ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold Crit.chn- 5.00% Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spiderrip (6 def, 6 armour) =9 mag=2.0 T2 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Wil +9 Mag dps ---------- Dmg.mod +7% light +6% arcane Res.pen +5% arcane +15% nature ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +7% darkness +6% light +9% all Phys.save +17 (+8 eff.) Max.HP +38.00 ---------- misc Mana/turn +0.14 Psi/turn +0.16 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the duelist (res 25%; physical; dur 2; 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 physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 27%; mental; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Leledunarain the Tidereeve0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% cold ----- def ----- Resists +10% lightning +3% acid Mind.save +3 (+2 eff.) Stun/Frz- +21% ---------- misc Max.hate +6.00 Amulets make your neck look great! |
stabilizing steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +22% Amulets make your neck look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of tenacity =3 con=0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +20.00 Disarm- +22% Pinning- +26% Knockbk- +23% Rings make your fingers look great! |
Taintquench (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +13.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire Res.pen +20% nature On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Resists +12% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron mace 'Eclipsebutcher' (12-16 power, 2 apr) =6 con=3.0 T1 mace 1H weapon [Rare] Nature Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +6 Con +6 Wil dps ---------- Phys.crit +1.0% Dmg.mod +3% darkness Res.pen +5% acid Melee Ret 6 acid ----- def ----- Resists +6% acid Max.HP +15.00 Blunt and deadly. |
Gloraritira the Rootoracle (26-36 power, 4 apr) =natty=3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Master Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% acid +6% light +12% nature Res.pen +20% nature Acc +8 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +32% Blunt and deadly. |
Arynarimas (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature On Crit.r2 +16 arcane While equipped: dps ---------- Melee Ret 2 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 15 Sharp, short and deadly. |
acidic iron dagger of the mystic (10-13 power, 5 apr) =2 mag=1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +6 (+3 eff.) Sharp, short and deadly. |
Blindquill the dwarven-steel dagger (26-34 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 26.0 - 33.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +16 darkness On Hit: * 20% chance to reduce damage dealt by 21% While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Dmg.mod +3% darkness +6% physical Sharp, short and deadly. |
Veligavena (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 25% While equipped: Stats +4 Mag +2 Wil +3 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +4 (+1 eff.) ----- def ----- Spell.save +2 (+1 eff.) Max.HP +10.00 HP.reg +0.60 ---------- misc 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. |
vined mindstar of storms (6-6 power, 18 apr, nature damage) =3 mag=3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +3 Mag +1 Wil +3 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 lightning Dmg.mod +4% lightning Res.pen +6% lightning ----- def ----- Resists +4% lightning ---------- misc 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. |
Beliwe the living mindstar (16-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +10% Mind.pwr +10 (+3 eff.) Dmg.mod +2% nature ----- def ----- Resists +8% blight +5% arcane +6% lightning Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disease- +14% ---------- misc Hate/kill +3.00 Psi/kill +3.00 Max.psi +34.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 91.16 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 cooldown 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. |
deadly quiver of ash arrows (17/17, 30-41 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Arrows are used with bows to pierce your foes to death. |
focusing woollen robe of nature (+21%) (0 def, 0 armour) =natty=2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +14% nature ----- def ----- Resists +21% nature +9% all ---------- misc Mana/turn +0.16 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel mail armour 'Viperidol' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Melee Ret 6 nature ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +19% fire ---------- misc Max.hate +6.00 Max.psi +30.00 A suit of armour made of mail. |
enlightening steel plate armour of command (7 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego++] Psionic While equipped: Stats +6 Cun +4 Wil ----- def ----- Armour +14 Defense +7 (+2 eff.) Fatigue +22% Mind.save +22 (+11 eff.) A suit of armour made of metal plates. |
Blazebringer1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +3% lightning +6% nature +15% light Res.pen +5% light Melee Ret 10 nature ----- def ----- Resists +9% light Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak 'Velosemira' (1 def, 0 armour) =3 mag=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +3 Mag +1 Cun dps ---------- Crit.mult +10.00% ----- def ----- 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. |
Salywyn the Growthhacker (0 def, 3 armour) =natty=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +20% nature Melee Ret 4 nature ----- def ----- Armour +3 Fatigue +2% Resists +9% lightning ---------- misc Stam/turn +0.40 Equi/ret +0.04 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unridolar (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Con dps ---------- Mind.pwr +20 (+7 eff.) ----- def ----- Armour +3 Fatigue +2% Crit.chn- 15.00% Silence- +22% Confus- +21% Stun/Frz- +21% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
umbral rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 5 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Resists +6% darkness 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 'Koredas' (1 def, 0 armour) =3 mag=2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +3% acid ----- def ----- Defense +1 (+0 eff.) Resists +1% physical Phys.save +3 (+1 eff.) Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Rainslicer the cashmere wizard hat (2 def, 0 armour) =natty=2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind +12% fire Res.pen +20% nature Melee Ret 6 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Defense +2 (+0 eff.) Resists +3% mind +18% fire A pointy cloth hat, very wizardly... |
Voidorder the cashmere wizard hat (2 def, 0 armour) =6 con=2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Str +2 Mag +6 Con dps ---------- Dmg.mod +14% mind ----- def ----- Defense +2 (+0 eff.) Resists +14% mind +12% darkness 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 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 36.54 to 109.63 lightning damage (73.09 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Leletoldir (1 def, 0 armour) =2 con=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con +2 Wil dps ---------- Phys.crit +1.0% Crit.mult +10.00% Dmg.mod +12% mind ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
bladed rough leather cap of strength (+6) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26.3 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Malusin (0 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% physical Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +5% Resists +7% cold Die.at -80.00 life ---------- misc Max.stam +30.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Flowervenom' (0 def, 3 armour) =natty=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +9% nature Res.pen +5% nature ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +9% cold +3% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tarrirodas the Poxparry (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% mind Res.pen +25% mind On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Armour +4 Fatigue +4% Resists +8% blight +12% fire Mind.save +9 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.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. |
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. |
5 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. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
155 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(88 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Velutta =4 mag=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Str +4 Mag ----- def ----- Resists +9% acid Crit.chn- 5.00% Mind.save +5 (+3 eff.) ---------- misc Light +3 Infravis +1 See.Stealth +6 See.Invis +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. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Mayadanne [power 27] (21 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% blight Apr +1 ----- def ----- Defense +15 (+5 eff.) Phys.save +3 (+1 eff.) Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 21 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Zubygavea the Fogquencher [power 116] (17 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Dmg.mod +9% darkness +6% mind ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Psi/ret +0.12 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Inspector Gadget the Shalore Rogue level 15
25th Dusk 122nd year of Ascendancy at 04:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Inspector Gadget the Shalore Rogue level 10
5th Flare 122nd year of Ascendancy at 04:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Inspector Gadget the Shalore Rogue level 11
7th Flare 122nd year of Ascendancy at 08:46 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Inspector Gadget the Shalore Rogue level 11
8th Flare 122nd year of Ascendancy at 16:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Inspector Gadget the Shalore Rogue level 16
34th Dusk 122nd year of Ascendancy at 16:24 see stats
Log
Inspector Gadget uses Throwing Knives.
Inspector Gadget's Throwing Knife hits Silivena the sandworm for (22 parried), 41 physical, 6 lightning (47 total damage).
Bleeding from Silivena the sandworm hits Inspector Gadget for 49 physical damage.
Deep Wound from Silivena the sandworm hits Inspector Gadget for 36 physical damage.
Silivena the sandworm uses Dart Launcher.
Inspector Gadget is in a deep sleep.
Silivena the sandworm hits Inspector Gadget for 73 physical damage.
Inspector Gadget uses Tumble.
Silivena the sandworm throws a grappling hook at Inspector Gadget!
Silivena the sandworm performs a melee critical strike against Inspector Gadget!
Silivena the sandworm's grappling hook latches onto Inspector Gadget!
Silivena the sandworm is dragged towards Inspector Gadget!
Inspector Gadget is pinned to the ground.
Melee retaliation hits Silivena the sandworm for 0 fire damage.
Inspector Gadget is suffering from insomnia.
Talent Venomous Throw is ready to use.
Talent Throwing Knives is ready to use.
Talent Venomous Strike is ready to use.
Bleeding from Silivena the sandworm hits Inspector Gadget for 49 physical damage.
Deep Wound from Silivena the sandworm hits Inspector Gadget for 31 physical damage.
You can not use objects while sleeping!
You are asleep and unable to move!
You are asleep and unable to move!
Silivena the sandworm uses Coup de Grace.
Silivena the sandworm misses Inspector Gadget.
Melee retaliation hits Silivena the sandworm for 0 fire damage.
Silivena the sandworm hits Inspector Gadget for 130 physical damage.
Inspector Gadget the level 18 shalore rogue was disembowelled to death by Silivena the sandworm on level 2 of Sandworm lair.









































































































