










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
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. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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 | Archmage |
| Level / Exp | 17 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Poregatira the minotaur at level 17 on the 56th Dusk 122nd year of Ascendancy at 22:19 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 57 (base 44) |
| Willpower | 44 (base 35) |
| Cunning | 17 (base 11) |
Resources
| Life | -132/321 |
| Mana | 37/382 |
| Healing Factor | 1.2348044672221 |
| Regeneration | 2.2843882643608 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 2 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 12 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 18% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +37% |
| Light | +3% |
| Physical | +5% |
| Mind | +6% |
| Arcane | +4% |
| Cold | +7% |
| Nature | +13% |
Offense: Damage Penetration
| Darkness | +20% |
| Mind | +5% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 17 (33%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 33 |
| Mental Save | 23 |
Defense: Resistances
| Blight | + 14%( 70%) |
| Arcane | + 9%( 70%) |
| Mind | + 17%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 12%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 28%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
Inscriptions (4/4)
| 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 276 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 718% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 gained knowledge of tinker technology. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. 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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | Mayetira the Glowquench (0 def, 3 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Con dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +3% light Apr +1 ----- def ----- Armour +3 Resists +3% light +1% physical Die.at -40.00 life A pair of boots made of leather. |
| Light source | brass lantern 'Adoriadath'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Max.HP +40.00 ---------- misc Max.psi +20.00 Light +6 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 | cashmere wizard hat 'Airworth' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Mind.pwr +20 (+7 eff.) Dmg.mod +13% nature +12% lightning ----- def ----- Defense +2 (+2 eff.) Resists +19% nature +9% lightning A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Getyhor' (dig speed 30 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Phys.pwr +30 (+12 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Resists +3% mind Die.at -40.00 life ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
| On fingers | Duathelschism the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Res.pen +20% darkness +5% physical ----- def ----- Defense +10 (+7 eff.) Spell.save +11 (+5 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
| Around waist | Belykira1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex +5 Con ----- def ----- Resists +6% fire +6% cold ---------- misc Light +3 Infravis +2 A belt that goes around your waist. |
| In main hand | Boltpain the ash starstaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% 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: dps ---------- Spell.crit +15% Spell.pwr +13 (+4 eff.) Dmg.mod +18% lightning +3% mind Res.pen +5% mind ----- def ----- Armour +3 Hardiness +3% Resists +6% mind Phys.save +2 (+1 eff.) ---------- misc Vim/s.crit +3.00 Max.vim +25.00 Talents +1 Command Staff This staff offers 15% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| On hands | steady rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane Acc +5 (+3 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +22% 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 | stormwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +4 Str +4 Mag +5 Wil dps ---------- Dmg.mod +7% lightning +5% physical +7% cold ----- def ----- Resists +5% blight +5% cold +5% lightning +9% all Max.HP +40.00 HP.reg +1.60 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Grinemnir' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Mag +1 Wil ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold Crit.dmg- 5.00% ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets make your neck look great! |
Inventory
warrior's copper amulet of constitution (+3) =3 con=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% mind Confus- +22% Amulets make your neck look great! |
ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Normal] Power 111% 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: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff This staff offers 15% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Normal] Power 111% 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: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff This staff offers 15% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of wizardry (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% 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 +2 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +15% darkness ---------- misc Max.mana +16.00 Talents +1 Command Staff This staff offers 15% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Morningtreason' (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% 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: dps ---------- Phys.crit +7.0% Spell.crit +5% Spell.pwr +12 (+4 eff.) Melee+ 15 arcane Dmg.mod +15% lightning +9% arcane Res.pen +5% arcane +8% lightning ----- def ----- Resists +5% arcane Phys.save +5 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.mana +34.00 Talents +1 Command Staff This staff offers 15% bonus, 8% penetration to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Bethemira the yew starstaff (120% power, 4 apr, light 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: Stats +3 Wil dps ---------- Spell.crit +11% Mind.crit +1% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light +6% mind Res.pen +20% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ---------- misc Talents +1 Command Staff This staff offers 20% bonus to light damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Stormcast the yew vilestaff (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Nature 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: Stats +1 Mag +8 Con dps ---------- Spell.crit +3% Spell.pwr +15 (+5 eff.) Dmg.mod +15% mind +20% fire Res.pen +10% mind ----- def ----- Resists +3% lightning HP.reg +0.50 Heal.mod +19% ---------- misc Light +1 Talents +1 Command Staff This staff offers 20% bonus to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe of crippling (112% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego+] Master Power 112% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed battleaxes. |
steel greatsword of massacre (140% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 141% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Curenaught (103% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 blight On Hit.r1 +7 fire While equipped: dps ---------- Phys.pwr +15 (+7 eff.) Res.pen +25% nature ----- def ----- Resists +2% physical Spell.save +6 (+3 eff.) ---------- misc Max.mana +20.00 Sharp, long, and deadly. |
balanced iron longsword (103% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+4 eff.) ----- def ----- Defense +6 (+5 eff.) Disarm- +23% Sharp, long, and deadly. |
steel waraxe (109% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
dwarven-steel waraxe of crippling (121% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% One-handed war axes. |
dwarven-steel waraxe of massacre (135% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Master Power 135% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
dwarven-steel dagger 'Fogcast' (113% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Arcane Power 113% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +20 darkness +8 mind On Hit: * 10% chance to reduce damage dealt by 20% On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +6% darkness ---------- misc Max.psi +30.00 Sharp, short and deadly. |
dwarven-steel dagger 'Poloravena' (114% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Psionic Power 114% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 mind On Hit: * 16% chance to reduce all saves and defense by 25 While equipped: Stats +5 Dex +5 Wil +3 Cun +1 Con ----- def ----- Defense +5 (+5 eff.) Resists +6% blight +6% light Sharp, short and deadly. |
gifted vined mindstar of balance (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +1.10 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. |
ranger's ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +2 Dex Longbows are used to shoot arrows at your foes. |
cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of cold4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 cold While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +10% cold Slings are used to hurl stones or metal shots at your foes. |
reinforced steel shield of fire resistance (+17%) (0 def, 5 armour, 73.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +5 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Brightspawner (10 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Dmg.mod +13% darkness +9% light Res.pen +15% physical Melee Ret 6 mind ----- def ----- Defense +10 (+7 eff.) Resists +19% darkness +9% all ---------- misc Max.psi +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe of fire (+5%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +4 Wil dps ---------- Dmg.mod +7% lightning +7% physical +15% fire +11% cold ----- def ----- Resists +5% lightning +7% cold +22% fire +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail. |
insulating rough leather belt of unlife =Breath=1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +5% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Hettolen the Splendourrot (7 def, 0 armour) =20 confuse=2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+6 eff.) Resists +1% physical +3% light +9% fire Phys.save +6 (+3 eff.) Disease- +20% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +2 (+2 eff.) Fatigue -4% Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Mayyssra' (0 def, 1 armour) =7 str=2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Str +1 Dex +1 Con ----- def ----- Armour +1 Resists +6% fire +6% cold Heal.mod +10% Cut- +10% A pair of boots made of leather. |
pair of rough leather boots 'Unlightviper' (0 def, 1 armour) =20 respen=2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +9% darkness Res.pen +20% lightning On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Armour +1 Resists +3% light ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 29% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frostblast (0 def, 5 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +10 (+4 eff.) ----- def ----- Armour +5 Resists +6% acid +6% cold ---------- misc Equi/ret +0.12 Max.hate +2.00 Infravis +2 A pair of boots made of leather. |
rough leather gloves of strength (+2) (0 def, 1 armour) =2 str=1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Yaryfang' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +11% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +16% cold +3% lightning ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Ariwe the Hailrend (1 def, 0 armour) =10 stun=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Cun +1 Wil ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +3% nature +15% cold Crit.dmg- 5.00% Stun/Frz- +10% A pointy cloth hat, very wizardly... |
Drydig (1 def, 6 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% physical ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +9% fire +6% cold A pointy cloth hat, very wizardly... |
Zaniyagarig the Hellbutcher (2 def, 6 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Dex +3 Con dps ---------- Dmg.mod +9% fire +12% cold Apr +2 Melee Ret 2 physical ----- def ----- Armour +6 Defense +2 (+2 eff.) Resists +18% cold A pointy cloth hat, very wizardly... |
Velolrawyn the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex +1 Cun ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +3% temporal Die.at -60.00 life Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 53.6 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Nuruirach' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Acc +15 (+8 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ivuritta the dwarven-steel helm (25 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% acid Acc +7 (+4 eff.) Melee Ret 8 acid On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +25 (+15 eff.) Fatigue +4% Resists +9% blight +1% physical Phys.save +3 (+2 eff.) Mind.save +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
brass lantern 'Belogawe' =Hp=2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +5 Con dps ---------- Dmg.mod +3% physical ----- def ----- Max.HP +43.00 ---------- misc Max.stam +30.00 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. |
brass lantern 'Isluldaganne'2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun ----- def ----- Resists +3% lightning +1% physical +6% blight Spell.save +12 (+6 eff.) Max.HP +20.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +6 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
extending iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown Increase 1 buffs' duration by 1. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Xerovena' [power 240] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% mind +1% physical Crit.dmg- 15.00% Phys.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Silence- +10% Blast the opponent's mind dealing 254 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Heal for 35. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Otari the Shalore Archmage level 8
8th Mirth 122nd year of Ascendancy at 10:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Otari the Shalore Archmage level 10
9th Flare 122nd year of Ascendancy at 08:00 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Otari the Shalore Archmage level 8
1st Flare 122nd year of Ascendancy at 03:20 see stats
Log
Poregatira the minotaur's Shoot hits Otari for (48 absorbed), 0 physical (0 total damage).
Poregatira the minotaur's Shoot hits Otari for (48 absorbed), 0 physical, (6 absorbed), 0 blight (0 total damage).
Poregatira the minotaur shoots!
Otari casts Manathrust.
Poregatira the minotaur's Shoot hits Otari for (48 absorbed), 0 physical, (6 absorbed), 0 blight (0 total damage).
Poregatira the minotaur's Shoot hits Otari for (51 absorbed), 0 physical (0 total damage).
The shield around Otari crumbles.
Talent Lightning is ready to use.
Otari's Manathrust hits Poregatira the minotaur for 71 arcane damage.
Poregatira the minotaur uses Sawfield.
Otari starts to bleed.
Poregatira the minotaur's phys.bleed area effect hits Otari for 112 physical damage.
Poregatira the minotaur uses Pulse Detonator.
Poregatira the minotaur's tinker attains critical power!
Bleeding from Poregatira the minotaur hits Otari for 11 physical damage.
Otari casts Lightning.
You collect a new ingredient: minotaur nose (1).
Otari hits Poregatira the minotaur for 181 lightning damage.
Otari killed Poregatira the minotaur!
Poregatira the minotaur's phys.bleed area effect hits Otari for 111 physical damage.
Talent Manathrust is ready to use.
Talent Rune: Manasurge is ready to use.
Bleeding from Poregatira the minotaur hits Otari for 20 physical damage.
Otari is knocked back!
Otari shrugs off the effect 'Dazed'!
Poregatira the minotaur's Pulse Detonator hits Otari for 203 physical damage.
Otari the level 17 shalore archmage was shattered to death by Poregatira the minotaur on level 1 of The Maze.

































































































