









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 | Marauder |
| Level / Exp | 18 / 43% |
| Size | big |
| Lifes / Deaths | Killed by Assassin Lord at level 18 on the 58th Dusk 122nd year of Ascendancy at 07:59 / 1 |
Primary Stats
| Strength | 58 (base 37) |
| Dexterity | 40 (base 27) |
| Constitution | 33 (base 22) |
| Magic | 15 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 36 (base 20) |
Resources
| Life | -4/570 |
| Stamina | 99/236 |
| Healing Factor | 1.1789294477288 |
| Regeneration | 6.1893796005762 |
Speed
| Mental | +6.6613381477509E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 45.617305437452 |
| See Invisible | 44.617305437452 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 41 |
| Crit Chance | 12% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 41 |
| Crit Chance | 17% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Temporal | +9% |
| All | 0% |
| Mind | +21% |
| Nature | +18% |
Offense: Damage Penetration
| Darkness | +5% |
| Fire | +20% |
| Physical | +15% |
| Cold | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 15 (38.594633868923%) |
| Defense | 39 |
| Ranged Defense | 42 |
| Fatigue | 4.9238052216851 |
| Physical Save | 36 |
| Spell Save | 28 |
| Mental Save | 31 |
Defense: Resistances
| Blight | + 10%( 70%) |
| Physical | + 13%( 70%) |
| Mind | + 16%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 21%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 67% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Knockback Resistance | 50% |
| Poison Resistance | 100% |
| Blind Resistance | 53% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 175 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 80 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: 4 Cooldown: 18 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
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 |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed honey tree root. * '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.' | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Bodil (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Blastraze'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +9% temporal ----- def ----- Resists +9% lightning +12% temporal Mind.save +6 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 See.Stealth +7 See.Invis +7 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 | Khelagrim (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +4 Cun ----- def ----- Armour +3 Fatigue +5% Resists +3% temporal Poison- +10% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Scorchquick (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +20% fire Acc +11 (+4 eff.) Melee Ret 8 mind ----- def ----- Armour +1 Resists +6% light 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. |
| Tool | yew wand of lightning storm 'Corpsepeal' [power 278] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning +18% nature Res.pen +10% cold Melee Ret 8 nature On Hit (Melee): * 10% chance to slow global speed by 50% Create a radius 3 storm for 5 turns. Each turn, creatures within take 60 lightning damage and will be dazed for 1 turn (303 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Blindslice0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil +1 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% darkness Spell.save +16 (+8 eff.) HP.reg +1.00 Stun/Frz- +25% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
| On fingers | steel ring 'Sparkkill'0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +7 Cun dps ---------- Spell.pwr +7 (+4 eff.) Mind.pwr +6 (+3 eff.) Melee Ret 2 mind ----- def ----- Resists +9% mind +3% lightning Blind- +24% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
| Around neck | Geba the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +21% lightning +6% physical +16% light +3% nature +10% darkness HP.reg +2.00 Blind- +29% Stun/Frz- +22% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | Salira the dwarven-steel mace (132% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 nature While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +15% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +2 Phys.save +9 (+4 eff.) Blunt and deadly. |
| Around waist | Woequencher the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Res.pen +5% darkness ----- def ----- Resists +3% blight +3% fire +6% light +9% nature Spell.save +3 (+2 eff.) Mind.save +9 (+4 eff.) Max.HP +58.00 A belt that goes around your waist. |
| In off hand | Cysthack (121% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 122% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 nature On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +15% mind Res.pen +5% nature +5% cold ----- def ----- Resists +3% nature Sharp, short and deadly. |
| Cloak | Cloak of Deception =aa=1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
Golrada0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +11% mind ----- def ----- Resists +11% mind +3% lightning Heal.mod +10% Poison- +20% Disarm- +10% Rings make your fingers look great! |
Neregorn (100% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 100% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Armour +2 HP.reg +2.00 Def/telep +5 Res/telep +5% Dur/telep +5% Sharp, short and deadly. |
iron dagger (101% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (98% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger 'Velogamina' (103% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 104% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +12 acid +12 nature On Hit: * 20 arcane resource burn * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +5% acid +10% nature Apr +6 On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane Spell.save +15 (+8 eff.) Sharp, short and deadly. |
balanced iron longsword of paradox (103% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 temporal While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +6% temporal Disarm- +22% Sharp, long, and deadly. |
Chunaridil the Lustrewalker (118% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% light +3% fire Res.pen +5% lightning Melee Ret 2 light ----- def ----- Resists +12% lightning Blunt and deadly. |
Beorak the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Melee Ret 6 physical ----- def ----- Defense +15 (+5 eff.) Resists +6% fire +6% cold A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +6% cold A belt that goes around your waist. |
rough leather belt 'Goresage'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Spell.save +7 (+4 eff.) Max.HP +80.00 Silence- +10% Knockbk- +10% ---------- misc Size +1 A belt that goes around your waist. |
Ravenbreaker the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 darkness ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness Max.HP +31.00 Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of rough leather boots of invasion (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +3 (+1 eff.) Res.pen +5% physical ----- def ----- Armour +1 Silence- +20% Confus- +21% Stun/Frz- +20% A pair of boots made of leather. |
iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Gatha the Jetbreaker (5 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% darkness Res.pen +5% physical Apr +3 ----- def ----- Armour +5 Defense +5 (+2 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather armour 'Scorpionenvy' (9 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +3% darkness +3% light +6% nature +5% arcane Spell.save +12 (+6 eff.) Max.HP +41.00 HP.reg +6.10 Heal.mod +10% A suit of armour made of leather. |
prismatic rough leather armour of lightning resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% lightning +11% light +10% darkness A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour 'Dourspiker' (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +3% darkness +9% blight Phys.save +3 (+2 eff.) HP.reg +2.60 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
troll-hide cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% lightning Max.HP +32.00 HP.reg +6.20 Heal.mod +11% A suit of armour made of leather. |
3 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. |
53 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- 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. |
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. |
Haleregofast [power 182] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +2 Defense +15 (+5 eff.) Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to heal for 43. 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
2 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. |
piercing elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 39 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. 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. |
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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Porama the Skeleton Marauder level 10
21st Dusk 122nd year of Ascendancy at 10:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Porama the Skeleton Marauder level 11
23rd Dusk 122nd year of Ascendancy at 11:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Porama the Skeleton Marauder level 11
26th Dusk 122nd year of Ascendancy at 01:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Porama the Skeleton Marauder level 14
41st Dusk 122nd year of Ascendancy at 07:41 see stats
Log
Porama is less vulnerable.
A shield forms around Porama.
Porama uses Blinding Speed.
Porama speeds up.
Shadowblade is not dazed anymore.
Assassin Lord performs a melee critical strike against Porama!
Your shield crumbles under the damage!
The shield around Porama crumbles.
Porama resists the vile poison!
Melee retaliation hits Assassin Lord for 6 nature, 6 mind, 6 nature, 6 mind (25 total damage).
Assassin Lord hits Porama for (88 absorbed), 0 darkness, (4 absorbed), 0 blight, (20 absorbed), 0 darkness, (70 absorbed), 0 darkness, (4 absorbed), 0 nature, (0 absorbed), 20 darkness (20 total damage).
Bandit uses Infusion: Movement.
Bandit is moving at extreme speed!
Porama uses Tumble.
Porama uses Whirlwind.
Porama uses Dual Strike.
Porama misses Assassin Lord.
Assassin Lord is no longer covered by shadows.
Porama uses Tumble.
Porama uses Disengage.
Porama is moving at extreme speed!
Assassin Lord casts Shadowstep.
Porama reacts to an attack from Assassin Lord, mitigating the blow!.
Assassin Lord misses Porama.
Porama is not dazed!
Melee retaliation hits Assassin Lord for 9 nature, 9 mind (17 total damage).
Assassin Lord hits Porama for (27 reacted , -4 stam), 95 darkness (95 total damage).
Porama the level 18 skeleton marauder was darkened to death by Assassin Lord on level 2 of Unknown tunnels.

































































































