



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Escorts Enhanced CN 1.5.10Escorts Enhanced Ignore Race/Class Locks 1.1.0Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.6.0Official Expansion!ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Adventuring Technomancy 1.6.1 Items Vault 1.6.0Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official Expansion!Improved Auto-explore and Rest 1.6.0Quality 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. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 Nur Kit 1.6.0Makes water-breathing equipment reliably available from various locations:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Forbidden Cults 1.6.0Official 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 | Ogre |
| Class | Annihilator |
| Level / Exp | 29 / 29% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 14 (base 11) |
| Dexterity | 75 (base 44) |
| Constitution | 39 (base 39) |
| Magic | 16 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 47 (base 45) |
Resources
| Life | 796/796 |
| Steam | 100/100 |
| Healing Factor | 1.4381339712919 |
| Regeneration | 19.055275119618 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| See Stealth | 26 |
| See Invisible | 26 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 71 |
| Crit Chance | 21% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Acid | +9% |
| Light | +10% |
| Darkness | +3% |
| Cold | +13% |
| Physical | +12% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +8% |
| All | 0% |
| Temporal | +25% |
Defense: Base
| Armour (hardiness) | 19 (70.376569037657%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 30 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 60%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 58%( 70%) |
| Temporal | + 34%( 70%) |
| Lightning | + 68%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 46% |
| Disarm Resistance | 100% |
| Confusion Resistance | 20% |
| Knockback Resistance | 52% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 42% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 51%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.2 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.52 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.52 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Rocket Pod |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (242/605). Capacitor Discharge |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 51% and triggers a radius 7 conal explosion dealing 112% steamgun damage. 3 stacks remaining. Reactive Armor |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity 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 Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of squid ink. * You've found the needed storm wyrm claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed bloated horror heart. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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.' * You've found the needed green worm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Mardarechak (0 def, 3 armour) 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Armour +3 Fatigue -3% Resists +3% blight Phys.save +24 (+10 eff.) Confus- +10% Pinning- +15% Stun/Frz- +10% Knockbk- +25% Teleport- +100% ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | deadly pouch of dwarven-steel shots of erosion (19/19, 43-51.6 power, 3 apr) 3.0 T3 shot ammo [Ego] Nature/Master Power 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +10 nature While equipped: ---------- misc Talents +3 Corrosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | cashmere wizard hat 'Gleamrain' (2 def, 0 armour) 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning Acc +25 (+6 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +19% lightning +12% fire +5% arcane +12% cold HP.reg +4.00 Silence- +0% Stun/Frz- +20% ---------- misc Light +8 A pointy cloth hat, very wizardly... |
| On hands | Cyrorinne (0 def, 4 armour) 1.5 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 cold Dmg.mod +3% cold ----- def ----- Armour +4 Fatigue +3% Resists +9% blight +6% cold +3% lightning Blind- +20% Disarm- +90% Stun/Frz- +10% ---------- misc Talents +4 Iron Grip 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 | 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 | Nightmire0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +6% darkness +12% fire Max.HP +90.00 HP.reg +9.00 Heal.mod +13% Disarm- +34% Pinning- +31% Stun/Frz- +32% Knockbk- +27% Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| Around neck | Airpulverizer the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Lck dps ---------- Res.pen +20% temporal Acc +5 (+1 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +11 (+3 eff.) Resists +6% lightning +16% light +12% darkness Unseen.red 12% Blind- +22% ---------- misc Masteries +0.22 Steamtech/Artillery +0.22 Steamtech/Turrets Amulets can have magical properties. |
| In main hand | ranger's stralite steamgun of power 4.0 T4 steamgun 1H weapon [Ego] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion On Hit: * applies a stacking poison dealing 35 damage per turn Uses 2.0 Steam While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% physical Res.pen +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Chargestrider the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +15% fire ----- def ----- Resists +3% temporal +8% cold +10% fire +6% nature +5% arcane Spell.save +18 (+9 eff.) A belt that goes around your waist. |
| In off hand | icy dwarven-steel shield of resistance (0 def, 6 armour, 28-33.6 power, 78 block)7.0 T3 shield armor [Ego+] Nature When used to Attack: Power 28.0 - 33.6 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +78 While equipped: dps ---------- Melee+ 7 cold Melee Ret 4 ice ----- def ----- Armour +6 Fatigue +8% Resists +9% acid +6% fire +7% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Manudeyon' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% temporal ----- def ----- Defense +1 (+1 eff.) Resists +24% lightning +12% temporal +0% nature +0% cold Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | focusing elven-silk robe of frost (+15%) (0 def, 6 armour) 2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Armour +6 Hardiness +0% Fatigue +0% Resists +15% all +15% cold Crit.dmg- 21.00% ---------- misc Mana/turn +0.14 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 5; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
shatter afflictions rune of the psychic (absorb 54; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 54 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +23% Amulets can have magical properties. |
Adaldatira the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Resists +15% mind +2% physical Phys.save +14 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +10 (+5 eff.) Blind- +13% Confus- +21% ---------- misc Infravis +4 Sight +2 See.Invis +5 Amulets can have magical properties. |
Islenor0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +5 (+4 eff.) Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+2 eff.) Resists +3% mind +3% nature Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +9 (+5 eff.) HP.reg +4.00 Silence- +20% 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 143% 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 can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Dex, 10% Mag, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 72.98 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
windwalling stralite shield (0 def, 8 armour, 48-57.6 power, 141 block)7.0 T4 shield armor [Ego+] Psionic When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Cun Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +141 Melee+ +15 physical While equipped: Stats +2 Wil ----- def ----- Armour +8 Fatigue +8% Resists +11% physical Shield.near.proj +31 Proj.slow +14% ---------- misc Talents +1 Block Handheld deflection devices. |
rough leather belt 'Elimina'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +2 Dex +3 Mag ----- def ----- Resists +6% blight HP.reg +0.70 Heal.mod +12% ---------- misc See.Invis +3 A belt that goes around your waist. |
Flashdare the pair of rough leather boots (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +4 Mag dps ---------- Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Armour +1 Defense +3 (+1 eff.) Resists +9% fire Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
rough leather cap 'Gilumnir' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +5 Dex +5 Mag +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
6 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
8 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. |
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. |
10 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
8 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature 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. |
389 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
simple healing salve [power 197] simple healing salve [power 197]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 139% efficiency and 51% cooldown modifier. Heal 197 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 23] powerful frost salve [power 23]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 139% efficiency and 51% cooldown modifier. Remove 2 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 276] powerful pain suppressor salve [power 276]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 139% efficiency and 51% cooldown modifier. Let you fight up to -276 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 23] powerful water salve [power 23]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 139% efficiency and 51% cooldown modifier. Remove 2 mental effects and grants a water aura (23% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Ivamira the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex +4 Cun dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature ---------- misc Infravis +3 See.Invis +6 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 (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. |
ash totem of stinging 'Arthogolach' [power 132] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Str +4 Mag +2 Con dps ---------- Spell.pwr +10 (+7 eff.) ----- def ----- Spell.save +15 (+8 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.16 Light +3 Sting an enemy dealing 132 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By John the Ogre Annihilator level 29
56th Regrowth 123rd year of Ascendancy at 11:34 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By John the Ogre Annihilator level 16
36th Dusk 122nd year of Ascendancy at 08:30 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By John the Ogre Annihilator level 21
5th Decay 122nd year of Ascendancy at 18:12 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By John the Ogre Annihilator level 29
56th Regrowth 123rd year of Ascendancy at 11:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By John the Ogre Annihilator level 10
7th Flare 122nd year of Ascendancy at 06:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By John the Ogre Annihilator level 20
67th Haze 122nd year of Ascendancy at 23:16 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By John the Ogre Annihilator level 29
56th Regrowth 123rd year of Ascendancy at 11:34 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By John the Ogre Annihilator level 16
14th Haze 122nd year of Ascendancy at 06:50 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By John the Ogre Annihilator level 27
39th Regrowth 123rd year of Ascendancy at 20:06 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By John the Ogre Annihilator level 16
32nd Haze 122nd year of Ascendancy at 18:14 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By John the Ogre Annihilator level 29
56th Regrowth 123rd year of Ascendancy at 11:34 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By John the Ogre Annihilator level 6
9th Mirth 122nd year of Ascendancy at 10:26 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By John the Ogre Annihilator level 29
56th Regrowth 123rd year of Ascendancy at 11:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By John the Ogre Annihilator level 6
7th Mirth 122nd year of Ascendancy at 02:18 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By John the Ogre Annihilator level 20
70th Haze 122nd year of Ascendancy at 22:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By John the Ogre Annihilator level 13
11st Dusk 122nd year of Ascendancy at 10:20 see stats
Log
--------------------------------
There is an exit to the worldmap here (press '' or right click to use).
John deactivates Exoskeleton.
John deactivates Rocket Pod.







































































































