












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 | Skirmisher |
| Level / Exp | 24 / 12% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 16 (base 12) |
| Dexterity | 67 (base 54) |
| Constitution | 18 (base 10) |
| Magic | 23 (base 10) |
| Willpower | 25 (base 11) |
| Cunning | 60 (base 47) |
Resources
| Life | 535/535 |
| Mana | 193/193 |
| Stamina | 172/172 |
| Healing Factor | 1.4711363549267 |
| Regeneration | 27.436693019383 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 67 |
| Crit Chance | 38% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Light | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 43.719009130622 (56.026343845506%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 2.9238052216851 |
| Physical Save | 22 |
| Spell Save | 21 |
| Mental Save | 31 |
Defense: Resistances
| Light | + 6%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 15%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 18%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Confusion Resistance | 51% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 10% |
| Silence Resistance | 23% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 19 up to 6 times. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 109 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 715% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Secrets of the Eternals |
| talent | Bombardment |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Counter Shot |
| talent | Pace Yourself |
| talent | Premonition |
| talent | Numbing Poison |
| talent | Crippling Poison |
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 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 |
Escort the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara) | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of iron boots of disengagement (0 def, 3 armour) =25 stun=3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +3 Fatigue +2% Silence- +23% Confus- +21% Stun/Frz- +25% Disengage: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 151% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Elenidur the Ashgash (17/17, 133% power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master/Psionic Power 134% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 17 Ranged+ +4 blight +12 physical +11 nature On Hit.r1 +12 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 16 * 20% chance to knock the target back 3 spaces and deal 119 physical damage On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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 | iron helm 'Branidar' (20 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Con ----- def ----- Armour +3 Defense +20 (+6 eff.) Fatigue +5% Resists +9% fire Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -40.00 life Heal.mod +15% Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Issukor (0 def, 2 armour) =20 stun=1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Acc +18 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane HP.reg +4.00 Poison- +10% Stun/Frz- +20% 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. |
| Tool | iron torque of clear mind 'Bethiwe' [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +2% physical ---------- misc Stam/turn +3.00 Psi/ret +0.16 Hate/m.crit +2.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Res.pen: + 13% all for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Glareblack'0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +11 Mag +6 Wil +4 Cun dps ---------- Spell.pwr +14 (+7 eff.) Res.pen +5% light ----- def ----- Resists +6% light HP.reg +3.00 Stun/Frz- +29% ---------- misc Light +3 Rings make your fingers look great! |
| On fingers | savior's copper ring of life0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Max.HP +45.00 HP.reg +6.00 Heal.mod +12% Rings make your fingers look great! |
| Around neck | steel amulet 'Silomira'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +5 Con dps ---------- Phys.crit +1.0% Mov.spd +10% Res.pen +10% arcane Acc +20 (+5 eff.) ----- def ----- Fatigue -6% Resists +5% arcane +3% physical Die.at -40.00 life HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | cured leather sling 'Tyrin'4.0 T2 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +5 cold While equipped: Stats +2 Str +1 Dex dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Dmg.mod +11% cold Acc +5 (+2 eff.) ---------- misc Reload +3 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Neira's Memory =30 stun 30 confus=1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 157, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Tarreyafang (0 def, 21 armour, 114% power, 77 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 114% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +77 While equipped: dps ---------- Melee+ 14 lightning Melee Ret 3 lightning 2 blight ----- def ----- Armour +21 Fatigue +8% Resists +6% fire +18% cold Disarm- +10% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Adoba the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Crit.dmg- 5.00% Max.HP +42.00 ---------- misc Light +3 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. |
| Main armor | troll-hide cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +31.00 HP.reg +3.40 Heal.mod +13% A suit of armour made of leather. |
Inventory
Shadowkarma the copper amulet =3 mag=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +3 Mag +3 Wil +3 Cun +2 Con ----- def ----- Resists +3% darkness ---------- misc See.Invis +3 Amulets make your neck look great! |
grounding copper amulet of strength (+3) =23 stun=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets make your neck look great! |
stabilizing copper amulet of mastery (0.11 Technique / Buckler Training)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +21% ---------- misc Masteries +0.11 Technique/Buckler Training Amulets make your neck look great! |
copper ring 'Silebreta' =9 mag=0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +9 Mag +5 Wil +1 Con dps ---------- Spell.pwr +6 (+3 eff.) Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Resists +3% acid Rings make your fingers look great! |
copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 14 light Ranged+ 11 light Dmg.mod +11% light Rings make your fingers look great! |
warrior's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% nature ----- def ----- Armour +6 Resists +20% nature Rings make your fingers look great! |
Gilegrim the Chargehue0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +21% lightning +6% light Apr +2 ----- def ----- Armour +8 Resists +24% lightning +2% physical Rings make your fingers look great! |
Adobrera (111% power, 3 apr, darkness element) =4 mag=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: Stats +4 Mag dps ---------- Spell.crit +13% Spell.pwr +11 (+6 eff.) S.pwr/crit +2 Dmg.mod +15% blight +15% fire +15% darkness +15% acid ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff This staff offers 15% bonus to darkness, blight, acid, fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Flamekill the rough leather belt =4 mag=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Str +4 Mag +3 Wil +1 Cun ----- def ----- Resists +9% mind +3% fire ---------- misc Mana/turn +0.11 Max.mana +24.00 Light +2 A belt that goes around your waist. |
nightruned rough leather belt of resilience1.0 T1 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Resists +6% light +5% darkness Max.HP +30.00 A belt that goes around your waist. |
rough leather belt 'Belorin'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Defense +9 (+3 eff.) Resists +5% arcane +6% fire Stealth +6 ---------- misc Light +1 Infravis +3 See.Invis +6 A belt that goes around your waist. |
rough leather belt 'Poroyalle' =10 confuse=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Defense +9 (+3 eff.) Resists +6% fire Stealth +6 Heal.mod +5% Disease- +20% Confus- +10% A belt that goes around your waist. |
rough leather belt 'Starcutter' =8 armor=1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +9% light Apr +1 ----- def ----- Armour +8 Defense +10 (+3 eff.) Resists +6% fire +6% cold A belt that goes around your waist. |
rough leather belt of unlife =Breatb=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spellcowled linen cloak (1 def, 0 armour) =1 mag=2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+3 eff.) ---------- misc Max.mana +40.00 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 'Bokelathachak' (0 def, 1 armour) =10 confus=2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Armour +1 Resists +5% lightning +12% temporal +3% mind Phys.save +6 (+3 eff.) Confus- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
pair of hardened leather boots 'Earirablek' (0 def, 3 armour) =11 str=2.0 T3 feet armor [Rare] Master While equipped: Stats +11 Str dps ---------- Dmg.mod +6% mind Res.pen +10% acid On Hit (Melee): * 10% chance to reduce armor by 26% ----- def ----- Armour +3 ---------- misc Stam/turn +0.60 Max.stam +23.00 A pair of boots made of leather. |
Saleta the pair of iron boots (10 def, 3 armour) =4 mag=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex +4 Mag dps ---------- Phys.crit +1.0% Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +2% ---------- misc Stam/turn +1.00 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Branarathad' (0 def, 3 armour) =3 mag 5 pen=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +2 Con dps ---------- Dmg.mod +3% physical Res.pen +5% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +2% Resists +3% blight Spell.save +3 (+2 eff.) Knockbk- +20% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Falagund the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +1 Wil dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +4 (+1 eff.) Spell.pwr +5 (+3 eff.) Mov.spd +10% Dmg.mod +10% blight Apr +6 ----- def ----- Armour +5 Fatigue -4% Resists +11% fire +12% cold Max.HP +36.00 ---------- misc Stam/turn +0.60 Mana/s.crit +2.00 Max.vim +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was corrupted by the digestive sack. |
rough leather gloves of magic (+3) (0 def, 1 armour) =3 mag=1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- 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. |
Rhayarach (10 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str dps ---------- Phys.pwr +22 (+7 eff.) Melee+ 7 cold Dmg.mod +3% cold Acc +6 (+2 eff.) ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +7% cold Phys.save +8 (+4 eff.) Mind.save +5 (+2 eff.) Disarm- +26% 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. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 75.25 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
dwarven-steel gauntlets 'Bokagund' (0 def, 2 armour) =10 pen=1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Dex +4 Con dps ---------- Res.pen +10% physical Apr +5 ----- def ----- Armour +2 Fatigue +3% HP.reg +2.00 ---------- misc Stam/turn +0.80 Max.stam +46.00 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. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 12.00 mind and 12.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 15% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 14. Terrified: Deals 2.50 mind and 2.50 darkness damage per turn and increases cooldowns by 23%. Haunted: Causes the target to suffer 4.74 mind and 4.74 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
elven-silk wizard hat 'Shinebrand' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +16% acid +12% physical +14% darkness +6% fire +10% mind Res.pen +10% light ----- def ----- Defense +3 (+1 eff.) Resists +24% acid +17% physical +14% darkness +9% fire +10% mind +15% light ---------- misc Max.hate +11.00 A pointy cloth hat, very wizardly... |
Hanyregondur the Noonsear (0 def, 5 armour) =4 mag=2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Dex +4 Mag dps ---------- Melee Ret 4 light ----- def ----- Armour +5 Fatigue +1% Resists +13% mind Mind.save +13 (+6 eff.) HP.reg +4.00 Confus- +45% A cap made of leather. |
Velareda the iron helm (0 def, 3 armour) =20 confuse=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +11% light +12% darkness +9% nature Crit.dmg- 10.00% Disease- +20% Confus- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
2 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. |
4 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. |
3 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
45 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. |
Emumita the Chargescar =1 mag=2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Dex +1 Mag +2 Con dps ---------- Dmg.mod +6% lightning Melee Ret 11 fire ----- def ----- Resists +6% cold +5% fire ---------- 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. |
brass lantern 'Ce'Nobeth' =15 def 5 pen=2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% blight Res.pen +5% physical Apr +1 Melee Ret 11 fire ----- def ----- Defense +15 (+4 eff.) Resists +5% fire ---------- 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. |
Glintglory =20 def=1.0 T3 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Defense +20 (+6 eff.) Crit.dmg- 10.00% Phys.save +18 (+9 eff.) HP.reg +2.00 Silence- +20% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Flashtouch the iron pickaxe (dig speed 38 turns) =1 mag=3.0 T1 digger tool [Rare] Nature While equipped: Stats +2 Str +1 Mag +2 Wil dps ---------- Dmg.mod +6% nature Melee Ret 6 acid ----- def ----- Resists +3% lightning +10% nature +12% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Turyhir the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% physical Apr +2 ----- def ----- Armour +11 Defense +6 (+2 eff.) Resists +6% acid +7% physical Spell.save +6 (+3 eff.) ---------- misc Max.stam +10.00 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 317/400 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. |
Murktyphoon [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 8 cold On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +6 Defense +15 (+4 eff.) Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown Increase 1 buffs' duration by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Vanari the Shalore Skirmisher level 8
5th Flare 122nd year of Ascendancy at 22:26 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Vanari the Shalore Skirmisher level 23
41st Haze 122nd year of Ascendancy at 10:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Vanari the Shalore Skirmisher level 10
10th Dusk 122nd year of Ascendancy at 17:55 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Vanari the Shalore Skirmisher level 20
11st Haze 122nd year of Ascendancy at 03:45 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Vanari the Shalore Skirmisher level 11
18th Dusk 122nd year of Ascendancy at 16:40 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Vanari the Shalore Skirmisher level 8
1st Dusk 122nd year of Ascendancy at 11:01 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Vanari the Shalore Skirmisher level 8
3rd Dusk 122nd year of Ascendancy at 02:39 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Vanari the Shalore Skirmisher level 23
31st Haze 122nd year of Ascendancy at 18:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vanari the Shalore Skirmisher level 18
7th Haze 122nd year of Ascendancy at 10:49 see stats
Log
Today is the 46th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
Today is the 47th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Ran for 2 turns (stop reason: hostile spotted to the southeast (ziguranth patrol)).
Today is the 48th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
You gain 9.77 gold from the transmogrification of Elewyn (0 def, 3 armour).
Today is the 49th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:03.
Ran for 2 turns (stop reason: hostile spotted to the west (ziguranth patrol)).
Today is the 50th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Today is the 51st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 52nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Ran for 1 turns (stop reason: didn't move).
You carefully get away without making a sound.
Today is the 53rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:08.
There is a Passageway into the Daikara here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
Saving game...
Saving done.































































































