










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! 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. 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. Ashes of Urh'Rok 1.7.4Official Expansion!Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Rogue |
| Level / Exp | 24 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake at level 24 on the 1st Decay 122nd year of Ascendancy at 11:34 / 1 |
Primary Stats
| Strength | 24 (base 11) |
| Dexterity | 49 (base 34) |
| Constitution | 57 (base 42) |
| Magic | 14 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 54 (base 37) |
Resources
| Life | -167/788 |
| Stamina | 18/198 |
| Healing Factor | 1.675111817684 |
| Regeneration | 7.1192252251572 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 38.873901619887 |
| See Invisible | 50.873901619887 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 46 |
| Crit Chance | 32% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 46 |
| Crit Chance | 29% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +12% |
| Darkness | +19% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +10% |
| Physical | +7% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 39 (38.594633868923%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 25 |
| Mental Save | 29 |
Defense: Resistances
| Darkness | + 54%( 70%) |
| Acid | + 26%( 70%) |
| Nature | + 15%( 70%) |
| Temporal | + 31%( 70%) |
| Cold | + 20%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 18%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 57% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 53% |
Inscriptions (4/4)
| 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 358 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 95 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. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 5 times. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
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 failed to protect the injured seer from death by Shardskin. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed length of troll intestine. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Chirach the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Phys.pwr +20 (+6 eff.) Mind.pwr +4 (+2 eff.) Mov.spd +10% Res.pen +7% physical Acc +5 (+2 eff.) ----- def ----- Armour +4 Fatigue -5% Phys.save +8 (+3 eff.) Die.at -80.00 life Max.HP +33.00 ---------- misc Max.enc +29 Stam/turn +0.40 Blindside: Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Yvyratha the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Armour +10 Defense +10 (+3 eff.) Crit.chn- 15.00% Phys.save +6 (+2 eff.) Heal.mod +24% Teleport- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | iron helm 'Scorpionsaw' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +12% temporal Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +3 Fatigue +5% Resists +3% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Falironeg (0 def, 14 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +2 Con dps ---------- Mind.pwr +16 (+7 eff.) Melee+ 23 mind 12 darkness Res.pen +10% mind Acc +7 (+2 eff.) On Hit (Melee): * 15% chance to reduce all saves and defense by 23 ----- def ----- Armour +14 Crit.chn- 15.00% Phys.save +27 (+9 eff.) Spell.save +7 (+3 eff.) Disarm- +58% ---------- misc Hate/m.crit +2.00 Unarmed combat: Power 115% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 physical On Hit: 10% Reproach 3 On Hit: 10% Perfect Control 3 On Hit: 10% Juggernaut 1 Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Weepstone the yew totem of stinging [power 230] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 50% * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +6% temporal +6% fire +9% cold Sting an enemy dealing 230 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Koremarach0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Str +1 Dex +8 Cun +3 Con dps ---------- Phys.crit +5.0% Dmg.mod +14% darkness ----- def ----- Armour +4 Defense +16 (+5 eff.) Resists +28% darkness Spell.save +14 (+7 eff.) ---------- misc Max.stam +21.00 Rings make your fingers look great! |
| On fingers | Hellssting0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 6 fire ----- def ----- Resists +3% nature Max.HP +23.00 Disarm- +22% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
| Around neck | gold amulet 'Gloomwrack'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% acid Melee Ret 2 lightning ----- def ----- Resists +12% acid +12% temporal +9% darkness +6% lightning Pinning- +36% Knockbk- +31% Amulets make your neck look great! |
| In main hand | Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 62.61 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | Glidanor the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% ----- def ----- Resists +3% acid Max.HP +31.00 ---------- misc Psi/ret +0.04 Max.hate +6.00 A belt that goes around your waist. |
| In off hand | balanced dwarven-steel dagger of massacre (132% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 132% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +22% Sharp, short and deadly. |
| Cloak | Zubira (9 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Con dps ---------- Phys.crit +1.0% ----- def ----- Defense +9 (+3 eff.) Phys.save +7 (+2 eff.) Die.at -80.00 life ---------- misc Infravis +2 See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Duskblast' (6 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: Stats +2 Str +2 Dex dps ---------- Phys.pwr +25 (+8 eff.) Dmg.mod +6% mind Melee Ret 8 mind 4 darkness ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +20.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of leather. |
Inventory
shielding rune of the wizard (absorb 300; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 300 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
warrior's copper amulet of mastery (0.13 Technique / Assassination)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Masteries +0.13 Technique/Assassination Amulets make your neck look great! |
Scabjeer the dwarven-steel dagger (117% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 117% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 23 While equipped: dps ---------- Dmg.mod +9% nature +3% fire Acc +7 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Defense +8 (+3 eff.) Resists +9% nature +3% fire Disarm- +30% Sharp, short and deadly. |
slime-covered dwarven-steel dagger of erosion (114% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Disrupt Power 114% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 nature On Hit: * 6% chance to slow global speed by 50% Sharp, short and deadly. |
truestriking dwarven-steel dagger of projection (116% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master/Psionic Power 116% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +6% physical Acc +5 (+2 eff.) Apr +7 Sharp, short and deadly. |
truestriking steel mace (107% power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +6 (+2 eff.) Apr +7 Blunt and deadly. |
Emynne the Scabbraze (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +6% fire +3% mind +14% nature Res.pen +4% mind Melee Ret 6 nature ----- def ----- Resists +9% blight +5% mind +9% nature Dmg.Resnn +8% Disease- +25% ---------- misc Psi/ret +1.60 Talents +1 Attune Mindstar 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. |
creative thorny mindstar of disruption (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Disrupt/Psionic Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +10% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +6.00% Mind.pwr +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar 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 'Oozepride' (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Random Unique] Nature/Disrupt/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 fire Against +5% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 7 mind 10 darkness Dmg.mod +18% nature +7% mind +5% darkness Res.pen +5% nature ----- def ----- Resists +3% fire ---------- misc Talents +1 Attune Mindstar 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. |
shimmering elm magestaff of fate (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+3 eff.) Dmg.mod +10% fire ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.12 Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Furnacequill the iron waraxe (100% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 100% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 acid On Hit.r1 +12 fire While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Defense +25 (+8 eff.) Resists +21% fire Disarm- +14% One-handed war axes. |
Cloak of Deception =aa=1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Coalhacker (10 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +25% darkness ----- def ----- Armour +1 Defense +10 (+3 eff.) Resists +6% acid Crit.chn- 15.00% Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disease- +20% Cut- +20% A pair of boots made of leather. |
Pyrewish (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 fire ----- def ----- Armour +3 Resists +3% lightning +3% physical +5% arcane Die.at -80.00 life HP.reg +2.00 Heal.mod +12% A pair of boots made of leather. |
hardened leather gloves 'Xereleta' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +2 Dex +1 Mag +1 Wil +7 Cun +2 Con dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +2 Resists +12% darkness Phys.save +8 (+3 eff.) ---------- misc Light +3 Infravis +4 Cooldown Double Strike -1 Unarmed combat: Power 116% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +13 Apr +3 Crit +20.0% Atk.spd 100% Melee+ +18 darkness On Hit: 10% Set Up 3 On Crit: 20% Dominate 3 Track: Puts all charms on 13 cooldown Level 2.6 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
eldritch linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +6 (+6 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.70 Mana/ret +0.80 Max.mana +42.00 Manaflow: Puts all charms on 33 cooldown Level 1.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +15% lightning HP.reg +3.10 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
rejuvenating reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% HP.reg +3.10 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
5 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. |
178 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Hothad [power 110] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Apr +2 ----- def ----- Resists +6% fire Phys.save +6 (+2 eff.) Confus- +20% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful ash totem of healing [power 170] (13 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Resists +10% blight 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. It was hardened by the digestive sack. |
9 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. |
9 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. |
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
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Emadavena the Skeleton Rogue level 21
40th Haze 122nd year of Ascendancy at 09:35 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Emadavena the Skeleton Rogue level 10
26th Dusk 122nd year of Ascendancy at 00:34 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Emadavena the Skeleton Rogue level 20
36th Haze 122nd year of Ascendancy at 00:04 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Emadavena the Skeleton Rogue level 24
1st Decay 122nd year of Ascendancy at 11:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Emadavena the Skeleton Rogue level 8
23rd Dusk 122nd year of Ascendancy at 03:57 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Emadavena the Skeleton Rogue level 14
49th Dusk 122nd year of Ascendancy at 01:33 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Emadavena the Skeleton Rogue level 21
40th Haze 122nd year of Ascendancy at 16:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Emadavena the Skeleton Rogue level 14
46th Dusk 122nd year of Ascendancy at 14:18 see stats
Log
Bleeding from Emadavena hits Emadavena for 7 physical damage.
Burning from Fire drake hits Emadavena for 38 fire damage.
Emadavena uses Dual Strike.
Polulrama the snow giant chieftain is stunned!
Polulrama the snow giant chieftain resists the shadowy cut
Emadavena hits Polulrama the snow giant chieftain for 48 physical, 10 darkness, 10 mind, (22 parried), 40 darkness, 32 physical, 11 darkness, 22 mind (173 total damage).
Fire drake breathes fire!
Fire drake hatchling is on fire!
Polulrama the snow giant chieftain redirects the effect 'Burning'!
Fire drake is on fire!
Fire drake hits Emadavena for 111 fire damage.
Fire drake hits Polulrama the snow giant chieftain for 135 fire damage.
Fire drake hits Fire drake hatchling for 0 fire damage.
Fire drake hits Fire drake for 0 fire damage.
Polulrama the snow giant chieftain uses Stun.
Polulrama the snow giant chieftain misses Emadavena.
Emadavena is stunned!
Melee retaliation hits Polulrama the snow giant chieftain for 2 lightning, 4 darkness, 5 fire, 5 nature, 8 mind (24 total damage).
Polulrama the snow giant chieftain hits Emadavena for (19 parried), 13 physical, 4 cold, 6 darkness, 13 cold (36 total damage).
Fire drake misses Emadavena.
Deadly Poison from Emadavena hits Fire drake for 9 nature damage.
Bleeding from Emadavena hits Fire drake for 6 physical damage.
Deadly Poison from Emadavena hits Polulrama the snow giant chieftain for 18 nature damage.
Bleeding from Emadavena hits Polulrama the snow giant chieftain for 5 physical damage.
Deadly Poison from Emadavena hits Fire drake for 21 nature damage.
Burning from Fire drake hits Fire drake for 0 fire damage.
Burning from Fire drake hits Fire drake hatchling for 0 fire damage.
Burning from Fire drake hits Emadavena for 86 fire damage.
Emadavena the level 24 skeleton rogue was fried to death by a fire drake on level 2 of Daikara.





































































































