










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 22 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 22 on the 58th Haze 122nd year of Ascendancy at 23:58 / 1 |
Primary Stats
| Strength | 11 (base 12) |
| Dexterity | 13 (base 12) |
| Constitution | 26 (base 16) |
| Magic | 81 (base 51) |
| Willpower | 29 (base 12) |
| Cunning | 54 (base 35) |
Resources
| Mana | 270/341 |
| Negative | 82/113 |
| Life | -581/444 |
| Positive | 113/113 |
| Stamina | 222/222 |
| Soul | 1/12 |
| Healing Factor | 1.5016586254954 |
| Regeneration | 11.337522622491 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 9 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 27 |
| Crit Chance | 31% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +21% |
| Light | +10% |
| Physical | +15% |
| Darkness | +18% |
| Arcane | +4% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 6 |
| Physical Save | 12 |
| Spell Save | 35 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 28%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 21%( 70%) |
| Blight | + 17%( 70%) |
| Cold | + 19%( 70%) |
| Fire | + 18%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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 293 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Animus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Star fury | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Undead drake | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Nightfall | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Necrosis | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | Improves/gives invisibility (power 12), reducing damage dealt by 40%. Invisibility |
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 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 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol 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 minotaur nose. * You've found the needed electric eel tail. * You've found the needed snow giant kidney. | 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 | Murkglean the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +12% darkness ----- def ----- Armour +1 Resists +3% temporal +6% fire +3% light +7% cold Spell.save +12 (+5 eff.) A pair of boots made of leather. |
| Light source | preserving brass lantern of the moons2.0 T1 lite [Ego++] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +6% light +5% blight Affinity +5% darkness HP.reg +1.00 ---------- misc Light +3 Infravis +3 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 109.87 damage. The damage dealt will increase with your Spellpower. 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 | Curescar (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Defense +1 (+1 eff.) Resists +18% lightning Die.at -80.00 life Max.HP +100.00 Confus- +10% Pinning- +20% A pointy cloth hat, very wizardly... |
| Tool | Burnbile [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Dmg.mod +3% cold Res.pen +5% fire Melee Ret 6 fire ---------- misc Psi/ret +0.12 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to heal for 34. Natural totems are made by powerful wilders to store nature power. |
| On fingers | pixie's copper ring of misery0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 9 physical Ranged+ 9 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 22 On Hit (Ranged): * 11% chance to reduce all saves and defense by 22 ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | steel ring 'Bethydatta'0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +1 Str +5 Mag +5 Wil +4 Cun dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +10% light ----- def ----- Resists +20% light Crit.chn- 5.00% Blind- +20% ---------- misc Infravis +4 See.Stealth +9 See.Invis +5 Rings make your fingers look great! |
| Around waist | spiritwalker's rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Wil +7 Mag dps ---------- Spell.crit +4% ---------- misc Mana/turn +0.14 Max.mana +20.00 A belt that goes around your waist. |
| In main hand | Camiromizilasta (15-18 power, 3 apr, physical element)5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.crit +5.0% Spell.crit +10% Crit.mult +10.00% Phys.pwr +8 (+4 eff.) Spell.pwr +16 (+5 eff.) Dmg.mod +15% physical Acc +5 (+2 eff.) ----- def ----- Resists +6% temporal Die.at -20.00 life HP.reg +0.60 Heal.mod +22% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | restful rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Freezestrike (18 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold ----- def ----- Armour +2 Defense +18 (+9 eff.) Fatigue +6% Crit.chn- 15.00% Die.at -20.00 life Max.HP +37.00 HP.reg +3.70 Heal.mod +10% Cut- +20% Silence- +10% A suit of armour made of leather. |
| Cloak | Airwilder the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +5 (+2 eff.) Dmg.mod +9% lightning ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ivawyn the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +2 Wil dps ---------- Crit.mult +10.00% ----- def ----- Armour +2 Resists +3% light Die.at -60.00 life Heal.mod +5% Amulets make your neck look great! |
Inventory
shielding rune of the duelist (absorb 204; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 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 204 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
Zanolablek the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Melee Ret 4 mind ----- def ----- Defense +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.04 Rings make your fingers look great! |
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! |
conjurer's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +5 (+1 eff.) Acc +7 (+3 eff.) Apr +9 ----- def ----- Defense +7 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 128% 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! |
steel ring 'Nightgash'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Wil +7 Con dps ---------- Phys.crit +1.0% Phys.pwr +10 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +3% darkness Spell.save +12 (+5 eff.) ---------- misc Hate/m.crit +4.00 Max.stam +15.00 Rings make your fingers look great! |
Healvengeance the elm starstaff (10-12 power, 2 apr, physical 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: Stats +5 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +19% physical Res.pen +10% nature +10% physical ----- def ----- Defense +11 (+6 eff.) Crit.chn- 5.00% ---------- misc Stam/turn +2.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 54.18 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. |
Xanysenn (10-12 power, 2 apr, arcane element)5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Dex +4 Mag +6 Con dps ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +6 (+3 eff.) Spell.pwr +9 (+3 eff.) Dmg.mod +10% arcane +6% mind Acc +6 (+3 eff.) ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Elildalle the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +3% acid Mind.save +12 (+6 eff.) Stun/Frz- +20% ---------- misc See.Invis +3 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Turugoromithel' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phasing +30% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +5% arcane +10% cold ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 25.16 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
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. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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. |
Sparkwing the linen wizard hat (1 def, 6 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +10% fire Res.pen +10% lightning ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +15% fire Crit.chn- 10.00% Max.HP +20.00 Cut- +10% A pointy cloth hat, very wizardly... |
insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather. |
7 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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
6 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. |
4 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. |
3 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
46 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Carrionblow'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +3 Con ----- def ----- Resists +6% nature Phys.save +6 (+6 eff.) Heal.mod +11% ---------- misc Stam/turn +1.00 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. |
brass lantern 'Gunylathandil'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +3% blight +3% fire +6% light +5% arcane Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
quick elm totem of healing [power 98] (10 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 98 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
Gliwe the elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +6% light HP.reg +2.00 Cut- +10% Disarm- +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 16 lightning damage and will be dazed for 1 turn (84 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 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. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By THE WOMAN WHO WINS the Shalore Adventurer level 22
57th Haze 122nd year of Ascendancy at 23:54 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By THE WOMAN WHO WINS the Shalore Adventurer level 21
54th Haze 122nd year of Ascendancy at 09:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By THE WOMAN WHO WINS the Shalore Adventurer level 10
10th Flare 122nd year of Ascendancy at 08:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By THE WOMAN WHO WINS the Shalore Adventurer level 20
22nd Haze 122nd year of Ascendancy at 17:44 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By THE WOMAN WHO WINS the Shalore Adventurer level 5
8th Mirth 122nd year of Ascendancy at 13:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By THE WOMAN WHO WINS the Shalore Adventurer level 8
2nd Flare 122nd year of Ascendancy at 09:55 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By THE WOMAN WHO WINS the Shalore Adventurer level 15
57th Dusk 122nd year of Ascendancy at 03:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By THE WOMAN WHO WINS the Shalore Adventurer level 18
19th Haze 122nd year of Ascendancy at 21:16 see stats
Log
Raze hits Horned Horror for (8 flat reduction), 0 darkness, (18 flat reduction), 0 darkness (0 total damage).
THE WOMAN WHO WINS's can be afflicted again.
THE WOMAN WHO WINS's spell attains critical power!
Horned Horror is afflicted by a rotting disease!
THE WOMAN WHO WINS's infective darkness area effect hits Horned Horror for (16 flat reduction), 0 darkness (0 total damage).
Raze hits Horned Horror for (18 flat reduction), 0 darkness (0 total damage).
THE WOMAN WHO WINS's spell attains critical power!
THE WOMAN WHO WINS unleashes a blast of frostdusk as she crosses the veil!
THE WOMAN WHO WINS hits Horned Horror for (24 flat reduction), 183 cold, (24 flat reduction), 199 darkness (382 total damage).
Raze hits Horned Horror for (8 flat reduction), 0 darkness, (8 flat reduction), 0 darkness (0 total damage).
THE WOMAN WHO WINS casts Rune: Shielding.
A shield forms around THE WOMAN WHO WINS.
THE WOMAN WHO WINS casts Night Sphere.
THE WOMAN WHO WINS's spell attains critical power!
Horned Horror lashes out with a flurry of fists.
THE WOMAN WHO WINS's spell attains critical power!
Your shield crumbles under the damage!
The shield around THE WOMAN WHO WINS crumbles.
Horned Horror casts Nova.
Horned Horror's spell attains critical power!
Horned Horror casts Lightning.
THE WOMAN WHO WINS's spell attains critical power!
Melee retaliation hits Horned Horror for (5 flat reduction), 0 fire, (11 flat reduction), 0 darkness, (5 flat reduction), 0 fire, (11 flat reduction), 0 darkness, (5 flat reduction), 0 fire, (11 flat reduction), 0 darkness (0 total damage).
Raze hits Horned Horror for (18 flat reduction), 0 darkness, (18 flat reduction), 0 darkness, (8 flat reduction), 0 darkness, (8 flat reduction), 0 darkness, (8 flat reduction), 0 darkness, (8 flat reduction), 0 darkness, (18 flat reduction), 0 darkness (0 total damage).
Rotting Disease from THE WOMAN WHO WINS hits Horned Horror for (3 flat reduction), 0 blight (0 total damage).
Horned Horror hits THE WOMAN WHO WINS for (187 absorbed), 0 physical, (16 absorbed), 0 lightning, (90 absorbed), 81 physical, 16 lightning, 72 lightning, 55 lightning, 155 physical (381 total damage).
THE WOMAN WHO WINS the level 22 shalore adventurer was cleaved to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
THE WOMAN WHO WINS is dazed!
THE WOMAN WHO WINS vanishes from sight.



















































































