












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 | Rogue |
| Level / Exp | 14 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinoreth the red crystal at level 14 on the 3rd Flare 122nd year of Ascendancy at 07:30 / 1 |
Primary Stats
| Strength | 21 (base 11) |
| Dexterity | 40 (base 34) |
| Constitution | 12 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 43 (base 36) |
Resources
| Life | -32/396 |
| Mana | 68/188 |
| Stamina | 132/154 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 19.367016735591 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 41.281158001368 |
| See Invisible | 41.281158001368 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 59 |
| Crit Chance | 22% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 59 |
| Crit Chance | 22% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Mind | +9% |
| Darkness | +9% |
| Physical | +6% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 17 (38.594633868923%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 20 |
| Mental Save | 25 |
Defense: Resistances
| Darkness | + 9%( 70%) |
| Lightning | 0%( 70%) |
| Nature | + 6%( 70%) |
| Temporal | 0%( 70%) |
| Blight | + 5%( 70%) |
| Acid | + 6%( 70%) |
| Fire | 0%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
| Disarm Resistance | 20% |
| Stun Resistance | 20% |
| Poison Resistance | 13% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 82.21 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower 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 38 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 113 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Effects
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 16.8 and stamina regeneration by 5.9. Soothing Darkness |
| beneficial effect | The target's critical strike damage bonus is increased by 29%. 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 successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
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 improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic 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. | active |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Deepslore the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +2 Wil +3 Cun dps ---------- Crit.mult +15.00% Phys.pwr +5 (+2 eff.) Dmg.mod +9% darkness +3% cold Res.pen +5% physical ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+4 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Isurama2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% physical Acc +10 (+3 eff.) Apr +7 ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Light +3 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. |
| On head | Getinarista the rough leather cap (5 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +4 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 9 ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +1% Confus- +20% Stun/Frz- +20% A cap made of leather. |
| On hands | corrosive iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 acid Dmg.mod +3% acid Acc +11 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% acid Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +6.0% Atk.spd 83% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | 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. |
| On fingers | copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Salodhena the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +1 Cun dps ---------- Mind.crit +2% Dmg.mod +9% mind ----- def ----- Armour +8 Resists +6% nature +5% blight Max.HP +25.00 Poison- +13% Disease- +10% Disarm- +20% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
| Around neck | copper amulet 'Hazewrack'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% cold Apr +3 Melee Ret 2 physical Amulets make your neck look great! |
| In main hand | arcing iron dagger (10-13 power, 5 apr)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 Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Sharp, short and deadly. |
| Around waist | Cyroldawen the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Res.pen +5% physical Acc +20 (+5 eff.) ----- def ----- Max.HP +34.00 A belt that goes around your waist. |
| In off hand | iron dagger of massacre (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
| Cloak | linen cloak 'Veloth' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +9% darkness Crit.chn- 5.00% Spell.save +6 (+3 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +20.00 HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Inventory
movement infusion of the warrior (speed 492%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 492% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 554%; 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 increase movement speed by 554% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the wizard (damage 99; dur 4; 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 direct a cone of chilling stormwind doing 98.56 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
Dayrend0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% light +9% acid Res.pen +10% fire ----- def ----- Armour +4 Rings make your fingers look great! |
Ragenaridig the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% acid +6% mind ----- def ----- Mind.save +3 (+2 eff.) Blind- +20% ---------- misc Equi/ret +0.04 Infravis +4 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
Earthbore (2 def, 4 armour) =2 mag=14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Dex +2 Mag +6 Wil +4 Cun dps ---------- Dmg.mod +6% nature ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Mind.save +12 (+6 eff.) A suit of armour made of mail. |
Voruyavea the linen cloak (1 def, 0 armour) =2 mag=2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Mag +2 Wil +5 Cun dps ---------- Dmg.mod +3% acid Res.pen +5% physical ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) ---------- misc See.Invis +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Dusksever' (0 def, 1 armour) =3 mag=2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +20 (+12 eff.) S.pwr/crit +4 Res.pen +5% darkness +5% arcane ----- def ----- Armour +1 Blink to a nearby random location (rad 7) Puts all charms on 21 cooldown A pair of boots made of leather. |
pair of iron boots 'Glitterthorn' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +15% light Melee Ret 4 fire ----- def ----- Armour +3 Fatigue +2% Resists +3% light HP.reg +2.00 Heal.mod +10% 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 'Strikeedge' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +2 Wil +4 Cun dps ---------- Res.pen +5% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% light +3% lightning Disengage: Puts all charms on 13 cooldown Level 2.6 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted iron gauntlets of magic (+3) (0 def, 1 armour) =3 mag=1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 blight Dmg.mod +3% blight +3% arcane ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +5 arcane On Crit.r2 +6 blight +6 arcane On Hit: 20% Soul Rot 1 Metal gloves protecting the hands up to the middle of the lower arm. |
shielding linen wizard hat (1 def, 0 armour) =3 mag=2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
iron helm 'Isutha' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Dex ----- def ----- Armour +3 Fatigue +5% Phys.save +3 (+2 eff.) Disease- +10% Disarm- +20% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
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. |
5 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. |
62 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. |
Gloryta =1 mag=2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Dmg.mod +9% arcane +9% blight Melee Ret 12 fire ----- def ----- Resists +6% fire ---------- misc Vim/s.crit +2.00 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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- 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. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% 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 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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Toss A Dagga the Cornac Rogue level 10
7th Mirth 122nd year of Ascendancy at 07:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Toss A Dagga the Cornac Rogue level 12
10th Mirth 122nd year of Ascendancy at 16:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Toss A Dagga the Cornac Rogue level 12
2nd Summertide 122nd year of Ascendancy at 03:42 see stats
Log
Toss A Dagga uses Throwing Knives.
Toss A Dagga's Throwing Knife performs a melee critical strike against Eilinoreth the red crystal!
Eilinoreth the red crystal resists the vile poison!
Toss A Dagga's Throwing Knife hits Eilinoreth the red crystal for 138 physical, 6 acid (144 total damage).
Eilinoreth the red crystal loses 18 health to the entropy.
Toss A Dagga uses Throwing Knives.
Eilinoreth the red crystal casts Flame Bolt.
Toss A Dagga's Throwing Knife performs a melee critical strike against Eilinoreth the red crystal!
Eilinoreth the red crystal resists the vile poison!
Toss A Dagga's Throwing Knife hits Eilinoreth the red crystal for 150 physical, 6 acid (156 total damage).
Toss A Dagga casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Toss A Dagga reacts to damage from Eilinoreth the red crystal's Flame Bolt, mitigating the blow!.
Toss A Dagga is on fire!
Eilinoreth the red crystal's Flame Bolt hits Toss A Dagga for (18 reacted , -4 stam), 66 fire (66 total damage).
Eilinoreth the red crystal loses 18 health to the entropy.
Talent Lure is ready to use.
Burning from Eilinoreth the red crystal hits Toss A Dagga for 50 fire damage.
Eilinoreth the red crystal activates Hymn of Perseverance.
Eilinoreth the red crystal deactivates Hymn of Shadows.
Eilinoreth the red crystal casts Searing Light.
Eilinoreth the red crystal's spell attains critical power!
Toss A Dagga reacts to damage from Eilinoreth the red crystal, mitigating the blow!.
Eilinoreth the red crystal hits Toss A Dagga for (31 reacted , -4 stam), 114 light (114 total damage).
Eilinoreth the red crystal loses 18 health to the entropy.
Burning from Eilinoreth the red crystal hits Toss A Dagga for 53 fire damage.
Eilinoreth the red crystal's light area effect hits Toss A Dagga for 151 light damage.
Toss A Dagga the level 14 cornac rogue was radiated to death by Eilinoreth the red crystal on level 5 of Scintillating Caves.

















































































