











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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:
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: Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Select your Escorts 1.7.0Allows 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. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Anorithil |
| Level / Exp | 15 / 55% |
| Size | big |
| Lifes / Deaths | Killed by snow giant thunderer at level 15 on the 7th Haze 122nd year of Ascendancy at 21:44 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 51 (base 41) |
| Willpower | 15 (base 10) |
| Cunning | 33 (base 33) |
Resources
| Life | -4/345 |
| Positive | 70/92 |
| Negative | 26/92 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 2.3535700243689 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 10 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +10% |
| Physical | +4% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 37 |
| Mental Save | 21 |
Defense: Resistances
| Lightning | + 32%( 70%) |
| Nature | + 18%( 70%) |
| Temporal | + 19%( 70%) |
| Blight | + 18%( 70%) |
| Cold | + 19%( 70%) |
| Fire | + 20%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| 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: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.42 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 201/201 damage before it crumbles. Damage Shield |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bloated horror heart. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | [vs. traveler's pair of rough leather boots of speed (0 def, 1 armour) (On feet)]traveler's pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -5% (-) Maximum encumbrance: +20 (-) Physical save: +6 (+3 eff.) (-) Movement speed: +25% (-) A pair of boots made of leather. |
| Light source | [vs. Dazzlepride the brass lantern (Light source)]Dazzlepride the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) (-) Defense: +5 (+5 eff.) (-) Changes stats: +4(-) Con Changes resistances penetration: +15%(-) light Maximum life: +40.00 (-) Light radius: +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. |
| On head | [vs. insulating linen wizard hat of lightning (+15%) (1 def, 0 armour) (On head)]insulating linen wizard hat of lightning (+15%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes resistances: +15%(-) lightning / +6%(-) fire / +5%(-) cold Changes damage: +10%(-) lightning A pointy cloth hat, very wizardly... |
| Tool | [vs. elm totem of healing [power 116] (15 cooldown) (Tool)]elm totem of healing [power 116] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. wizard's copper ring (On fingers, 1 of 2)]wizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2(-) Mag Spell save: +4 (+2 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. wizard's copper ring (On fingers, 1 of 2)]savior's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-2) Mag Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) (+2 (+1 eff.)) Mental save: +7 (+4 eff.) Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. grounding rough leather belt of the giants (Around waist)]grounding rough leather belt of the giants Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+3 eff.) (-) Changes resistances: +5%(-) lightning / +5%(-) temporal Spell save: +5 (+3 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
| In main hand | [vs. elm starstaff of might (100% power, 2 apr, light element) (In main hand)]elm starstaff of might (100% power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) light Talents granted: +1.00(-) Command Staff Spellpower: +3 (+2 eff.) (-) Spell crit. chance: +7% (-) Staves designed for wielders of magic, by the greats of the art. |
| On hands | [vs. sand rough leather gloves of strength (+2) (0 def, 7 armour) (On hands)]sand rough leather gloves of strength (+2) (0 def, 7 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+5 eff.) (-) Armour: +7 (-) Damage (Melee): 5(-) physical Changes stats: +2(-) Str Changes damage: +4%(-) physical 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 | [vs. spellwoven elven-silk robe of protection (2 def, 2 armour) (Main armor)]spellwoven elven-silk robe of protection (2 def, 2 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +2 (-) Defense: +2 (+2 eff.) (-) Changes resistances: +15%(-) all Physical save: +19 (+9 eff.) (-) Spell save: +16 (+8 eff.) (-) Spellpower: +2 (+1 eff.) (-) Spell crit. chance: +2% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. Yvumitha the linen cloak (1 def, 0 armour) (Cloak)]Yvumitha the linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Effects on melee hit: * 10% chance to slow global speed by 40% Damage (Melee): 0(-10) item nature slow Changes stats: +3(-) Wil Changes resistances: +3%(-) nature / +3%(-) blight Maximum life: +30.00 (-) Light radius: +3 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. restful steel amulet of mastery (0.12 Celestial / Sunlight) (Around neck)]restful steel amulet of mastery (0.12 Celestial / Sunlight) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Talent masteries: +0.12(-) Celestial / Sunlight Life regen: +1.00 (-) Amulets make your neck look great! |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
regeneration infusion of the wizard (heal 241; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 241 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Rune: Blink (on body)]blink rune of the psychic (range 3; phase 12; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 13(-3) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3(-) spaces within line of sight. Afterwards you stay out of phase for 3(-) turns. In this state all new negative status effects duration is reduced by 12%(-3%), your defense is increased by 12(-3) and all your resistances by 12%(-3%). Its effects scale with your +Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Blink (on body)]blink rune of the warrior (range 4; phase 12; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 12(-4) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4(+1) spaces within line of sight. Afterwards you stay out of phase for 3(-) turns. In this state all new negative status effects duration is reduced by 12%(-3%), your defense is increased by 12(-3) and all your resistances by 12%(-3%). Its effects scale with your +Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. restful steel amulet of mastery (0.12 Celestial / Sunlight) (Around neck)]clarifying copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +3 Cun Changes resistances: +11% mind Talent mastery: +0.00(-0.12) Celestial / Sunlight Confusion immunity: +21% Life regen: +0.00 (-1.00) Amulets make your neck look great! |
[vs. restful steel amulet of mastery (0.12 Celestial / Sunlight) (Around neck)]clarifying steel amulet of dexterity (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +2 Dex Changes resistances: +10% mind Talent mastery: +0.00(-0.12) Celestial / Sunlight Confusion immunity: +20% Life regen: +0.00 (-1.00) Amulets make your neck look great! |
[vs. elm starstaff of might (100% power, 2 apr, light element) (In main hand)]elm starstaff (100% power, 2 apr, light element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) light Talents granted: +1.00(-) Command Staff Spellpower: +3 (+2 eff.) (-) Spell crit. chance: +1% (-6%) Staves designed for wielders of magic, by the greats of the art. |
[vs. elm starstaff of might (100% power, 2 apr, light element) (In main hand)]This item will automatically be transmogrified when you leave the level. ash vilestaff (111% power, 3 apr, fire element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (+11%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (+1) Crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) light / +15% fire Talents granted: +1.00(-) Command Staff Spellpower: +6 (+3 eff.) (+3 (+1 eff.)) Spell crit. chance: +2% (-5%) Staves designed for wielders of magic, by the greats of the art. |
[vs. spellwoven elven-silk robe of protection (2 def, 2 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Changes resistances: +7%(-8%) all Physical save: +0 (+0 eff.) (-19 (-9 eff.)) Spell save: +0 (+0 eff.) (-16 (-8 eff.)) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-2%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Yvumitha the linen cloak (1 def, 0 armour) (Cloak)]resilient linen cloak of Iron Throne (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Damage (Melee): 0(-10) item nature slow Changes stats: +1 Str / +0(-3) Wil / +1 Con Changes resistances: +0%(-3%) nature / +0%(-3%) blight Maximum life: +30.00 (-) Light radius: +0 (-3) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. traveler's pair of rough leather boots of speed (0 def, 1 armour) (On feet)]Halistir (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +0% (+5%) Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +6% mind Changes resistances penetration: +5% mind Stealth bonus: +6 Maximum encumbrance: +0 (-20) Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Mindpower: +5 (+3 eff.) Movement speed: +0% (-25%) A pair of boots made of leather. |
[vs. traveler's pair of rough leather boots of speed (0 def, 1 armour) (On feet)]Islelle the Cinderrain (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +0% (+5%) Changes stats: +3 Cun / +5 Con Changes resistances: +3% mind Changes damage: +9% mind / +3% fire Maximum encumbrance: +0 (-20) Physical save: +11 (+6 eff.) (+5 (+3 eff.)) Mental save: +11 (+6 eff.) Light radius: +1 Movement speed: +0% (-25%) A pair of boots made of leather. |
[vs. traveler's pair of rough leather boots of speed (0 def, 1 armour) (On feet)]miner's pair of rough leather boots of tirelessness (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 (+1) Fatigue: +0% (+5%) Maximum encumbrance: +0 (-20) Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Stamina each turn: +0.40 Maximum stamina: +10.00 Infravision radius: +1 Movement speed: +0% (-25%) A pair of boots made of leather. |
[vs. traveler's pair of rough leather boots of speed (0 def, 1 armour) (On feet)]pair of rough leather boots of disengagement (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +0% (+5%) Changes stats: +2 Cun / +2 Dex Maximum encumbrance: +0 (-20) Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Movement speed: +0% (-25%) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: 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 168% 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. A pair of boots made of leather. |
[vs. traveler's pair of rough leather boots of speed (0 def, 1 armour) (On feet)]Isletira (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% (+7%) Changes stats: +1 Str / +1 Dex Changes resistances: +3% mind Maximum encumbrance: +0 (-20) Physical save: +12 (+6 eff.) (+6 (+3 eff.)) Mental save: +6 (+3 eff.) Life regen: +2.00 Stamina each turn: +0.40 Maximum stamina: +14.00 Movement speed: +0% (-25%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. traveler's pair of rough leather boots of speed (0 def, 1 armour) (On feet)]Xanama the pair of iron boots (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (+4) Fatigue: +2% (+7%) Changes resistances: +5% fire / +3% light / +6% cold Changes damage: +3% physical Maximum encumbrance: +0 (-20) Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +9 (+4 eff.) Only die when reaching: -80.00 life Movement speed: +0% (-25%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. traveler's pair of rough leather boots of speed (0 def, 1 armour) (On feet)]traveler's pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: -2% (+3%) Maximum encumbrance: +20 (-) Physical save: +5 (+3 eff.) (-1 (+0 eff.)) Stamina each turn: +0.30 Maximum stamina: +10.00 Movement speed: +0% (-25%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. sand rough leather gloves of strength (+2) (0 def, 7 armour) (On hands)]umbral rough leather gloves of dexterity (+2) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+10 eff.) Physical power: +0 (+0 eff.) (-5 (-5 eff.)) Armour: +1 (-6) Damage (Melee): 6 darkness / 0(-5) physical Changes stats: +0(-2) Str / +2 Dex Changes resistances: +6% darkness Changes damage: +3% darkness / +0%(-4%) physical 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. |
[vs. insulating linen wizard hat of lightning (+15%) (1 def, 0 armour) (On head)]grounding rough leather cap of might (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Armour: +1 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Changes stats: +2 Str / +2 Con Changes resistances: +5%(-10%) lightning / +5% temporal / +0%(-5%) cold / +0%(-6%) fire Changes damage: +0%(-10%) lightning A cap made of leather. |
[vs. insulating linen wizard hat of lightning (+15%) (1 def, 0 armour) (On head)]insulating rough leather cap of dexterity (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Changes stats: +3 Dex Changes resistances: +0%(-15%) lightning / +6%(-) fire / +5%(-) cold Changes damage: +0%(-10%) lightning A cap made of leather. |
[vs. insulating linen wizard hat of lightning (+15%) (1 def, 0 armour) (On head)]rough leather cap 'Freezebane' (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +5 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Changes stats: +7 Con Changes resistances: +0%(-15%) lightning / +3%(-2%) cold / +3%(-3%) fire Changes damage: +0%(-10%) lightning Maximum stamina: +10.00 A cap made of leather. |
[vs. insulating linen wizard hat of lightning (+15%) (1 def, 0 armour) (On head)]iron helm of strength (+3) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +5% Changes stats: +3 Str Changes resistances: +0%(-15%) lightning / +0%(-6%) fire / +0%(-5%) cold Changes damage: +0%(-10%) lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Dazzlepride the brass lantern (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-5 eff.)) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +0(-4) Con Changes resistances penetration: +0%(-15%) light Maximum life: +0.00 (-40.00) Light radius: +3 (-2) 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. |
[vs. Dazzlepride the brass lantern (Light source)]bright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-5 eff.)) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +0(-4) Con Changes resistances penetration: +0%(-15%) light Mental save: +5 (+3 eff.) Maximum life: +0.00 (-40.00) Light radius: +5 (-) See stealth: +5 See invisible: +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. |
[vs. elm totem of healing [power 116] (15 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. elm totem of healing [power 116] (15 cooldown) (Tool)]iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. elm totem of healing [power 116] (15 cooldown) (Tool)]sapper's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target Activation costs 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 210/400. 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. |
[vs. elm totem of healing [power 116] (15 cooldown) (Tool)]elm totem of summon tentacle [power 100] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 2 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rihil the Doomelf Anorithil level 11
56th Dusk 122nd year of Ascendancy at 07:04 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Rihil the Doomelf Anorithil level 6
77th Pyre 122nd year of Ascendancy at 19:58 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rihil the Doomelf Anorithil level 10
4th Mirth 122nd year of Ascendancy at 01:11 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Rihil the Doomelf Anorithil level 13
65th Dusk 122nd year of Ascendancy at 09:03 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Rihil the Doomelf Anorithil level 15
7th Haze 122nd year of Ascendancy at 08:07 see stats
Log
Rihil's light area effect hits Ritch flamespitter for 91 light damage.
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Rihil casts Moonlight Ray.
Rihil casts Rune: Shatter Afflictions.
Rihil is less vulnerable to physical.
A shield forms around Rihil.
Rihil casts Moonlight Ray.
You collect a new ingredient: bear paw (1).
Rihil hits Poruna the war bear for 122 darkness damage.
Rihil killed Poruna the war bear!
Snow giant thunderer casts Lightning.
Your shield crumbles under the damage!
The shield around Rihil crumbles.
Snow giant thunderer hits Rihil for (50 absorbed), 30 lightning (30 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter hits Rihil for 48 fire damage.
Rihil's light area effect hits Ritch flamespitter for 91 light damage.
Rihil's light area effect killed Ritch flamespitter!
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Rihil's Barrier has been disrupted by anti-magic forces!
Melee retaliation hits War hound for 9 darkness damage.
War hound hits Rihil for 52 physical damage.
Snow giant thunderer casts Chain Lightning.
Snow giant thunderer hits Rihil for 116 lightning damage.
Rihil the level 15 doomelf anorithil was amped to death by a snow giant thunderer on level 2 of Tempest Peak.
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Space restabilizes around you.
A shield forms around Rihil.







































































