










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| 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. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Timed Rest 1.1.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Embers of Rage 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Restart Sustains 1.6.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions:
(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.) Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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. Lumberjack on the Map 1.3.0Places 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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: 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 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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 | Shalore |
| Class | Archmage |
| Level / Exp | 20 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Velana the gigantic sandworm tunneler at level 20 on the 74th Dusk 122nd year of Ascendancy at 08:37 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 60 (base 48) |
| Willpower | 46 (base 40) |
| Cunning | 21 (base 11) |
Resources
| Life | -94/317 |
| Mana | 63/268 |
| Paradox | 300 |
| Healing Factor | 1.1426086956522 |
| Regeneration | 2.5708695652174 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +64.102564102564% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 10 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 14% |
| Speed | 1 |
| Cooldown Reduction | 26.666666666667 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +7% |
| Light | +3% |
| Physical | +6% |
| Fire | +26% |
| Arcane | +5% |
| Cold | +21% |
| Nature | +12% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +10% |
| Fire | +25% |
| Darkness | +5% |
| Cold | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 35 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 27%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 10%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 17%( 70%) |
| Darkness | + 23%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 642% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 29 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 960% for 10 turns (509 total) and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Secrets of the Eternals |
| talent | Quicken Spells |
| talent | Shielding |
| talent | Arcane Power |
| beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Disruption Shield |
| beneficial effect | The mana surge engulfs the target, regenerating 4.80 mana per turn. Surging mana |
| detrimental effect | Reduces global action speed by 56%. Slow |
| beneficial effect | The time distortion has created a restoration field, healing the target for 42 each turn. Temporal Restoration Field |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
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 |
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 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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. | 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 mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of wight ectoplasm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 honey tree root. * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 | Glimmerworm (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% cold Res.pen +10% light Melee Ret 4 light ----- def ----- Armour +1 Resists +3% light HP.reg +2.00 Heal.mod +11% ---------- misc Light +2 A pair of boots made of leather. |
| Light source | Xutta the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +3 Mag ----- def ----- Resists +6% blight Crit.dmg- 5.00% Spell.save +3 (+2 eff.) Max.HP +40.00 ---------- misc Light +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 | clarifying linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +2 Mag +3 Cun +2 Con dps ---------- Dmg.mod +5% arcane ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | iron torque of clear mind 'Blastpython' [power 1] (40 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% darkness +5% acid Melee Ret 4 lightning On Hit (Melee): * 10% chance to reduce armor by 36% ----- def ----- Resists +9% lightning +6% darkness Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 40 cooldown 100% to heal for 37. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Glina'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Armour +2 Resists +3% blight +20% fire +3% nature Confus- +20% Rings can have magical properties. |
| On fingers | Erathad the Blizzardmire0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% cold On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +6% nature +6% blight Poison- +10% Disease- +11% ---------- misc Light +3 Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | elm vilestaff 'Spidervagrant' (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +32 (+9 eff.) S.pwr/crit +2 Dmg.mod +10% fire Res.pen +5% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | brawler's rough leather gloves of the iron hand (0 def, 1 armour)1.0 T1 hands armor [Ego++] Master While equipped: Stats +5 Str +2 Dex +3 Wil +3 Cun +2 Con ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Disarm- +21% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling 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 | dreamer's linen robe of alchemy (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +7% acid +6% physical +6% cold +6% fire ----- def ----- Resists +11% acid +10% physical +11% darkness +11% fire +11% cold +11% mind +7% all Phys.save +11 (+6 eff.) Spell.save +11 (+5 eff.) Mind.save +21 (+8 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Scorchschism (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Res.pen +15% fire ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +3% lightning Die.at -60.00 life ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Charsin0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +10% fire ----- def ----- Resists +17% fire +3% nature +11% cold Amulets can have magical properties. |
Inventory
wanderer's steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +5 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
Shadesnake0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +11% nature Res.pen +20% darkness +5% cold Acc +10 (+8 eff.) Melee Ret 2 cold ----- def ----- Resists +22% nature +3% darkness Rings can have magical properties. |
warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings can have magical properties. |
dwarven-steel greatsword of evisceration (144% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 145% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+8 eff.) Massive two-handed swords. |
ash vilestaff of illumination (111% power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% acid ----- def ----- Defense +6 (+6 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 106.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
nightruned rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +5% light +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Glorokira (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +12% acid +6% blight Res.pen +5% arcane ----- def ----- Resists +18% acid +7% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Nature While equipped: Stats +2 Wil +2 Mag ----- def ----- Armour +1 Resists +6% lightning +5% temporal Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
Adora the Scald's kiss (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +4 Con dps ---------- Phys.pwr +4 (+4 eff.) Dmg.mod +12% darkness +6% fire Res.pen +5% fire Melee Ret 6 mind ----- def ----- Armour +4 Fatigue +4% ---------- misc Psi/ret +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cleanseblack the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +12% acid +6% fire +6% nature Res.pen +25% acid +15% nature Apr +5 ----- def ----- Armour +4 Fatigue +4% Resists +12% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Starrebel (17/17, 150% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 150% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +12 Apr +10 Crit +2.0% Capacity 17 Proj.spd +200% Phasing +10% On Crit.r2 +20 light While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of crippling (20/20, 155% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Master Power 155% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +23.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
269 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. |
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 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 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. |
3 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Boltpain the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +5 Wil +2 Cun +4 Con dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 10% chance to slow global speed by 46% * 10 arcane resource burn ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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.(103 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
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. |
Dairynik the iron torque of mindblast [power 60] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +3 Con dps ---------- Mind.pwr +30 (+13 eff.) ----- def ----- Armour +2 Phys.save +3 (+2 eff.) Blast the opponent's mind dealing 60 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
powerful yew totem of summon tentacle [power 220] (25 cooldown)2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 547 Base Damage: 245 Armor: 2 All Resist: 12 Puts all charms on 25 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
supercharged yew wand of shielding [power 330] (24 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 487 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Venomglean' [power 252] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Resists +3% lightning +6% fire +9% light +6% darkness Spell.save +6 (+3 eff.) Create a shield absorbing up to 372 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By 24Ness the Shalore Archmage level 12
2nd Dusk 122nd year of Ascendancy at 16:25 see stats
I'm a cool hero (Insane (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By 24Ness the Shalore Archmage level 14
22nd Dusk 122nd year of Ascendancy at 18:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By 24Ness the Shalore Archmage level 10
2nd Mirth 122nd year of Ascendancy at 23:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By 24Ness the Shalore Archmage level 20
73rd Dusk 122nd year of Ascendancy at 21:03 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By 24Ness the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 14:18 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By 24Ness the Shalore Archmage level 17
57th Dusk 122nd year of Ascendancy at 08:03 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By 24Ness the Shalore Archmage level 14
22nd Dusk 122nd year of Ascendancy at 17:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By 24Ness the Shalore Archmage level 11
6th Mirth 122nd year of Ascendancy at 19:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By 24Ness the Shalore Archmage level 16
35th Dusk 122nd year of Ascendancy at 22:32 see stats
Log
--------------------------------
Velana the gigantic sandworm tunneler converts some damage to Psi!
Melee retaliation hits 24Ness for (3 absorbed), 0 arcane (0 total damage).
24Ness hits Velana the gigantic sandworm tunneler for 5 to psi, 14 physical (19 total damage).
Velana the gigantic sandworm tunneler receives 3 healing (6 psi heal).
Velana the gigantic sandworm tunneler uses Mind Sear.
Velana the gigantic sandworm tunneler hits 24Ness for (228 absorbed), 0 mind (0 total damage).
The unstable sand tunnel collapses!
24Ness is no longer distorted.
24Ness receives 48 healing from Temporal Restoration Field.
--------------------------------
24Ness slows down.
Velana the gigantic sandworm tunneler converts some damage to Psi!
Melee retaliation hits 24Ness for (3 absorbed), 0 arcane (0 total damage).
24Ness hits Velana the gigantic sandworm tunneler for 2 to psi, 20 physical (22 total damage).
Velana the gigantic sandworm tunneler receives 3 healing (6 psi heal).
Velana the gigantic sandworm tunneler uses Dream Smith's Hammer.
24Ness deactivates Disruption Shield.
24Ness's Disruption Shield has been deactivated!
Velana the gigantic sandworm tunneler converts some damage to Psi!
Velana the gigantic sandworm tunneler hits 24Ness for (116 absorbed), (-211 mana), 327 physical, 5 lightning, 15 arcane (347 total damage).
Melee retaliation hits Velana the gigantic sandworm tunneler for 1 to psi, 1 lightning, 1 to psi, 1 light (5 total damage).
The unstable sand tunnel collapses!
24Ness is no longer pinned.
Talent Rune: Shatter Afflictions is ready to use.
24Ness receives 48 healing from Temporal Restoration Field.
Velana the gigantic sandworm tunneler receives 3 healing (6 psi heal).
Velana the gigantic sandworm tunneler uses Mind Sear.
Saving game...






































































































