









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | 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! Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: 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. 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 ID leveling after main company 1.5.5Addon allows to level up above lvl 50 in ID after completing main company. Only Ruined Dungeon is changed. Unlike Infinite500 addon, which is much deeper, there no other changes. When winner complete Ruined Dungeon quest and entering to Infinite Dungeon: 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!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:
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. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.6.0Official 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 | Infinite |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 10 / 88% |
| Size | small |
| Lifes / Deaths | Killed by devourer at level 10 on the 7th Mirth 122nd year of Ascendancy at 13:33 / 1 |
Primary Stats
| Strength | 13 (base 12) |
| Dexterity | 17 (base 12) |
| Constitution | 15 (base 22) |
| Magic | 36 (base 32) |
| Willpower | 22 (base 12) |
| Cunning | 20 (base 12) |
Resources
| Life | -22/231 |
| Mana | 95/174 |
| Paradox | 300 |
| Psi | 87/102 |
| Healing Factor | 0.555174686882 |
| Regeneration | 2.1929400131839 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +68.404351262324% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 16 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Lightning | +26% |
| Mind | +6% |
| Cold | +10% |
Offense: Damage Penetration
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 14 (34%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 1 |
| Physical Save | 18 |
| Spell Save | 20 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Cold | + 56%( 70%) |
| Mind | + 23%( 70%) |
| Lightning | + 28%( 70%) |
| Fire | + 18%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Confusion Resistance | 56% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 215 damage for 3 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 19 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 741% for 10 turns (19 total) and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
| Chronomancy / Temporal Hounds | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Temporal Hounds |
| talent | Skate |
| talent | Shielding |
| talent | Beyond the Flesh |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 0.65 physical damage per turn and decreasing all heals received by 59%. Deep Wound |
| detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 32.83 blight damage per turn. Rotting Disease |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
You successfully escorted the repented thief to the recall portal on level 5 of Infinite Dungeon. Escort: repented thief (level 5 of Infinite Dungeon)As a reward you improved talent Track (+1 level(s)). | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | 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. |
| Light source | alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
| On feet | traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
| Tool | focusing elm totem of healing [power 66] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heals yourself and all friendly characters within 10 spaces for 66 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+4 eff.) Rings can have magical properties. |
| On fingers | copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings can have magical properties. |
| Around neck | clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Confus- +21% Amulets can have magical properties. |
| In main hand | Draromigorn the Shadowquake (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/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 +7% Crit.mult +5.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning +6% mind +6% darkness ----- def ----- Armour +3 Hardiness +4% Defense +7 (+5 eff.) Phys.save +4 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 48.43 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Sleetsweep1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Res.pen +15% physical ----- def ----- Resists +12% cold +5% fire ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
| Cloak | thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide rough leather armour of the deep (3 def, 4 armour)9.0 T1 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +3 (+3 eff.) Fatigue +6% Resists +6% acid +6% cold Max.HP +32.00 HP.reg +3.70 Heal.mod +10% ---------- misc Breathe water A suit of armour made of leather. |
Inventory
regeneration infusion of the duelist (heal 119; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 119 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 37; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 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 37 damage per debuff cleansed. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 60; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 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 60 damage per debuff cleansed. 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. |
balanced iron battleaxe of massacre (128% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 128% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+6 eff.) ----- def ----- Defense +7 (+5 eff.) Disarm- +28% Massive two-handed battleaxes. |
Getesarand the iron dagger (101% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 101% Range: 1.3x Uses 45% Mag, 27% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 light Against +5% Undead While equipped: Stats +3 Con dps ---------- Dmg.mod +3% blight Res.pen +10% blight Sharp, short and deadly. |
iron dagger 'Starusher' (112% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 112% Range: 1.3x Uses 45% Mag, 27% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +16 light While equipped: dps ---------- Dmg.mod +3% light +3% darkness ---------- misc Light +2 Sharp, short and deadly. |
Dawnpain the iron greatmaul (132% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 133% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+2 eff.) Res.pen +5% light Acc +3 (+3 eff.) Massive two-handed mauls. |
flaming iron greatmaul (119% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 120% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed mauls. |
Flamepain the steel greatsword (126% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Psionic Power 127% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 darkness Against +9% Living While equipped: ----- def ----- Resists +6% light +3% darkness Massive two-handed swords. |
Kindlerebel the iron greatsword (114% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Disrupt Power 114% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +12 light On Hit: * 16 arcane resource burn While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Resists +3% blight ---------- misc Light +1 Massive two-handed swords. |
dwarven-steel greatsword 'Tidequake' (143% power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Psionic Power 144% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 mind +4 cold On Hit: * 20% chance to reduce all saves and defense by 15 While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.pwr +6 (+6 eff.) ---------- misc Infravis +3 Massive two-handed swords. |
elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Normal] Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
mossy mindstar of life (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 75% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +11.00 HP.reg +0.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of resolve (72% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 72% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +3 (+1 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 87% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
elm magestaff of illumination (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Nature 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 +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +6 (+5 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 48.43 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Belesewe' (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Nature 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 +1% Mind.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness +3% acid Res.pen +15% mind Acc +6 (+4 eff.) ----- def ----- Defense +5 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 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 65.22 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of illumination (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Nature 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 +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Defense +6 (+5 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 48.43 light damage. Staves designed for wielders of magic, by the greats of the art. |
potent elm starstaff (107% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 107% 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 +1% Spell.pwr +5 (+2 eff.) Dmg.mod +13% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blackblur (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) Res.pen +15% mind On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% cold +6% fire A pair of boots made of leather. |
Voritha (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +3 Wil +1 Cun ----- def ----- Armour +1 Fatigue +1% ---------- misc See.Invis +6 A cap made of leather. |
Balochik (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Dmg.mod +3% acid On Hit (Melee): * 10% chance to reduce armor by 27% ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +18% cold ---------- misc Hate/m.crit +3.00 A suit of armour made of mail. |
Boltwolf (0 def, 7 armour)17.0 T1 massive armor Reqs - Massive armour training Str 22 [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +3% arcane Res.pen +15% acid ----- def ----- Armour +7 Fatigue +22% Resists +18% lightning A suit of armour made of metal plates. |
shimmering mummy wrappings of light (+15%) (5 def, 2 armour)6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +15% darkness +15% cold +10% light +25% arcane ----- def ----- Armour +2 Defense +5 (+4 eff.) Fatigue +2% Resists +15% light -25% fire ---------- misc Max.mana +22.00 Decaying mummy wrappings. |
Charraven (0 def, 2 armour, 21 block)7.0 T1 shield armor [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 acid Melee Ret 1 acid ----- def ----- Armour +2 Fatigue +8% Resists +3% darkness +6% fire Max.HP +40.00 Disease- +10% ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of ash arrows (23/23, 125% power, 7 apr)3.0 T2 arrow ammo [Normal] Power 126% Range: 1.4x Uses 42% Cun, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 23 Arrows are used with bows to pierce your foes to death. |
thought-forged quiver of elm arrows (22/22, 111% power, 5 apr)3.0 T1 arrow ammo [Ego] Psionic Power 111% Range: 1.4x Uses 42% Cun, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 22 Rld cld 6 Ranged+ +11 mind On Hit: * 18% chance to reduce all saves and defense by 15 Arrows are used with bows to pierce your foes to death. |
2 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. |
62 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature 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. |
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. |
Poralravena the Shadowwinter (18/18, 113% power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 113% Range: 1.2x Uses 0% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Ranged+ +4 darkness On Hit.r1 +4 mind On Crit.r2 +20 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage Shots are used with slings to pummel your foes to death. |
Searfame the pouch of iron shots (12/12, 113% power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 113% Range: 1.2x Uses 0% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 12 Ranged+ +4 blight +8 light +16 arcane On Hit.r1 +4 fire On Crit: * Splash the target with acid dealing 88 damage over 5 turns and reducing armor and accuracy by 11 Shots are used with slings to pummel your foes to death. |
high-capacity pouch of dwarven-steel shots of accuracy (48/48, 142% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Master Power 143% Range: 1.2x Uses 92% Cun, 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +5.0% Capacity 48 While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
Weeppierce the elm totem of thorny skin [power 17] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +3% mind Res.pen +20% nature Melee Ret 4 mind Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Arydhera the Tempestquill [power 96] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% mind +3% cold Res.pen +5% lightning ----- def ----- Resists +6% lightning Fire a magical bolt dealing 96 cold damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
2 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
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Elefur the Yeek Adventurer level 4
79th Pyre 122nd year of Ascendancy at 12:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Elefur the Yeek Adventurer level 10
6th Mirth 122nd year of Ascendancy at 04:47 see stats
Log
Elefur stops being poisoned.
Elefur receives 59 healing from Infusion: Healing.
Elefur hits Ghoul for 11 physical damage.
Ghoul hits Elefur for 16 physical damage.
Devourer performs a melee critical strike against Elefur!
Devourer hits Elefur for 61 physical damage.
In a frenzy Devourer bites at Elefur!
Elefur is cut deeply.
Devourer hits Elefur for 71 physical damage.
Elefur casts Arcane Reconstruction.
Elefur receives 94 healing.
Ghoul performs a diseased attack against Elefur.
Elefur is afflicted by a rotting disease!
Ghoul hits Elefur for 16 physical damage.
Talent Lightning is ready to use.
Rotting Disease from Ghoul hits Elefur for 35 blight damage.
Deep Wound from Devourer hits Elefur for 1 physical damage.
Devourer performs a melee critical strike against Elefur!
Devourer hits Elefur for 73 physical damage.
Elefur uses Realign.
Elefur is cured!
Elefur receives 55 healing.
Ghoul hits Elefur for 20 physical damage.
Talent Chain Lightning is ready to use.
Rotting Disease from Ghoul hits Elefur for 35 blight damage.
Deep Wound from Devourer hits Elefur for 1 physical damage.
Devourer tries to bite Elefur with razor sharp teeth!
Saving game...





















































































