










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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!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:
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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Shalore |
| Class | Anorithil |
| Level / Exp | 19 / 92% |
| Size | big |
| Lifes / Deaths | Killed by Isludawe the large white snake at level 19 on the 57th Haze 122nd year of Ascendancy at 02:37 / 1 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 26 (base 10) |
| Constitution | 39 (base 39) |
| Magic | 52 (base 47) |
| Willpower | 21 (base 10) |
| Cunning | 24 (base 13) |
Resources
| Life | -7/451 |
| Mana | 143/263 |
| Negative | 16/114 |
| Positive | 89/114 |
| Healing Factor | 1.5662543368031 |
| Regeneration | 5.09032659461 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 22 |
| Crit Chance | 19% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +44% |
| All | 0% |
| Physical | +14% |
| Fire | +3% |
| Nature | +8% |
Offense: Damage Penetration
| Physical | +5% |
| Darkness | +5% |
| Fire | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 36.5 (43.579428603723%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 16 |
| Physical Save | 25 |
| Spell Save | 26 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Cold | + 18%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 19%( 70%) |
| Lightning | + 33%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 248 damage for 4 turns. Its effects scale with your Magic 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 78 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Cunning stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Glyphs | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 206/206 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed length of troll intestine. * You've found the needed naga tongue. | 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 |
Equipment
| On feet | Porama the pair of hardened leather boots (0 def, 9 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Apr +1 ----- def ----- Armour +9 Resists +3% lightning +9% temporal +6% light Mind.save +3 (+2 eff.) Heal.mod +15% A pair of boots made of leather. |
| Light source | Elota the brass lantern2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +6 Defense +5 (+3 eff.) Resists +9% light +3% lightning ---------- 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 | dwarven-steel helm 'Earoran' (20 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +6 Dex +3 Cun dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) Apr +5 ----- def ----- Armour +4 Defense +20 (+9 eff.) Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Ce'Neriatha [power 3] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +8 Dex +4 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 31% Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | gold ring 'Urthasin'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Mag +4 Cun dps ---------- On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Defense +8 (+4 eff.) Resists +6% acid ---------- misc See.Invis +15 Rings make your fingers look great! |
| Around waist | Pitchstake the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) Dmg.mod +3% darkness On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Resists +6% acid +6% fire +6% darkness +3% lightning Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Shadehash the yew vilestaff (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +11.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness +6% physical Res.pen +5% physical Apr +1 ----- def ----- Armour +2 Resists +6% darkness ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Armour +2 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 | Darksteel the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +9% darkness +3% fire Res.pen +5% darkness +5% fire ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +18% lightning +14% light +10% darkness Max.HP +24.00 A suit of armour made of mail. |
| Cloak | Blindstar the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% nature Melee Ret 2 darkness ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +6% acid +11% cold +3% fire Spell.save +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% mind Confus- +22% Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings make your fingers look great! |
titan's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +4 (+2 eff.) Rings make your fingers look great! |
Poryth (109% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Psionic Power 109% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +10 darkness Against +9% Living While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% acid ----- def ----- Crit.chn- 15.00% ---------- misc Light +3 Infravis +1 See.Invis +6 Massive two-handed battleaxes. |
steel battleaxe of massacre (134% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Umbrastinger (117% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 117% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +8.0% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 15 While equipped: dps ---------- Dmg.mod +6% darkness Acc +10 (+5 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 13% * 20% chance to reduce all saves and defense by 15 Sharp, short and deadly. |
iron greatsword 'Urthodrantir' (115% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Psionic Power 115% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +1 Mag +2 Wil +6 Cun ----- def ----- Resists +9% blight Massive two-handed swords. |
steel longsword 'Duvarand' (128% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 128% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to slow global speed by 41% While equipped: dps ---------- Mind.crit +1% ----- def ----- Resists +15% nature +6% blight ---------- misc Psi/ret +0.08 Sharp, long, and deadly. |
Kodil the vined mindstar (81% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 82% 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% While equipped: Stats +3 Str +2 Dex +2 Wil +5 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Heal.mod +15% Heal/summ +20 ---------- misc Infravis +2 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. |
Araromigorn the ash magestaff (118% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Spell.crit +6% Spell.pwr +14 (+5 eff.) Dmg.mod +3% mind +19% darkness Melee Ret 6 mind ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) ---------- misc Max.stam +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood vilestaff (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego+] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +4% Spell.pwr +16 (+5 eff.) Dmg.mod +25% darkness ----- def ----- HP.reg +0.50 Heal.mod +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
reinforced iron steamsaw of purity (65% power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 102% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam When used to Attack: Block +23 While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Fatigue +4% Resists +10% nature +10% blight ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking steel steamsaw of acid resistance (+19%) (111% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 111% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% physical Acc +12 (+6 eff.) Apr +7 ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +19% acid ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Bokindur the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +6% temporal +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glodavea the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +3 Wil +6 Mag dps ---------- Mind.crit +1% Spell.pwr +8 (+3 eff.) S.pwr/crit +4 Dmg.mod +10% light +5% temporal +6% mind +8% physical Res.pen +12% temporal +5% physical Melee Ret 2 temporal ----- def ----- Resists +15% light +9% all Anom.red +10 Silence- +24% ---------- misc Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
mindwoven woollen robe of lightning (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +9% all Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of blight (+17%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +17% blight ----- def ----- Resists +17% blight +9% all Spell.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eclipsestriker (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Armour +1 Fatigue -4% Resists +3% temporal +6% cold Phys.save +5 (+2 eff.) Stun/Frz- +20% ---------- misc Max.enc +23 A pair of boots made of leather. |
Freezewish (3 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Dmg.mod +12% cold Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +2% ---------- misc Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+3 eff.) Apr +5 ----- def ----- Armour +3 A pair of boots made of leather. |
pair of hardened leather boots 'Furnaceclash' (0 def, 4 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% fire Res.pen +20% darkness Melee Ret 4 cold ----- def ----- Armour +4 Resists +6% cold ---------- misc Infravis +2 A pair of boots made of leather. |
naturalist's hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 nature Dmg.mod +4% nature Acc +13 (+6 eff.) ----- def ----- Armour +2 Resists +7% nature 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. |
umbral rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 darkness Dmg.mod +3% arcane +3% darkness ----- def ----- Armour +1 Resists +5% darkness 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. |
Hazequeen the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Spell.crit +4% Dmg.mod +3% cold +11% mind +9% arcane ----- def ----- Defense +1 (+1 eff.) Resists +11% mind ---------- misc Vim/s.crit +2.00 A pointy cloth hat, very wizardly... |
Noonqueen (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Dex +1 Wil +8 Cun ----- def ----- Armour +3 Fatigue +3% Resists +19% light +12% darkness Crit.chn- 10.00% A cap made of leather. |
Plaguescar the rough leather cap (5 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +3% light Res.pen +25% nature ----- def ----- Armour +1 Defense +5 (+3 eff.) Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +16% cold A suit of armour made of mail. |
steel shield 'Prismransom' (0 def, 4 armour, 109% power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 109% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +16 mind On Hit.r1 +16 mind While equipped: dps ---------- Dmg.mod +12% light Res.pen +15% light +10% mind ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
209 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. |
2 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. |
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. |
5 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
3 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
3 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. |
elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
2 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. |
3 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Edmed the Shalore Anorithil level 10
54th Dusk 122nd year of Ascendancy at 06:38 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Edmed the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 21:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Edmed the Shalore Anorithil level 8
48th Dusk 122nd year of Ascendancy at 10:09 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Edmed the Shalore Anorithil level 8
47th Dusk 122nd year of Ascendancy at 02:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Edmed the Shalore Anorithil level 14
26th Haze 122nd year of Ascendancy at 09:03 see stats
Log
Isludawe the large white snake is not stunned anymore.
Edmed's light area effect hits Isludawe the large white snake for (11 flat reduction), 24 light (24 total damage).
Edmed's spell attains critical power!
Talent Twilight is ready to use.
Hymn of Perseverance hits Isludawe the large white snake for (11 flat reduction), 17 darkness (17 total damage).
Isludawe the large white snake uses Perfect Strike.
Isludawe the large white snake aims carefully.
Edmed casts Twilight Surge.
Isludawe the large white snake throws a finishing uppercut.
Isludawe the large white snake performs a melee critical strike against Edmed!
Your shield crumbles under the damage!
The shield around Edmed crumbles.
Edmed casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Edmed is stunned!
Edmed hits Isludawe the large white snake for (11 flat reduction), 10 light, (11 flat reduction), 19 darkness (30 total damage).
Melee retaliation hits Isludawe the large white snake for (11 flat reduction), 3 darkness, (11 flat reduction), 2 light (5 total damage).
Isludawe the large white snake hits Edmed for (135 absorbed), 133 physical, 4 fire, 5 fire (142 total damage).
Edmed's light area effect hits Isludawe the large white snake for (11 flat reduction), 4 light (4 total damage).
Isludawe the large white snake resists!
Hymn of Perseverance hits Isludawe the large white snake for (7 flat reduction), 0 darkness (0 total damage).
Isludawe the large white snake throws two quick punches.
Isludawe the large white snake performs a melee critical strike against Edmed!
Edmed is poisoned!
Isludawe the large white snake performs a melee critical strike against Edmed!
Isludawe the large white snake hits Edmed for 168 physical, 4 fire, 5 fire, 201 physical (377 total damage).
Melee retaliation hits Isludawe the large white snake for (6 flat reduction), 0 darkness, (6 flat reduction), 0 light, (6 flat reduction), 0 darkness, (6 flat reduction), 0 light (0 total damage).
Edmed the level 19 shalore anorithil was swiped to death by Isludawe the large white snake on level 1 of Old Forest.
A shield forms around Edmed.


































































































