












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 | 23 / 39% |
| Size | big |
| Lifes / Deaths | Killed by Mayarin the gigantic corrosive tunneler at level 23 on the 68th Haze 122nd year of Ascendancy at 15:20 / 2Killed by Ce'Nuwyn the carrion worm mass at level 23 on the 68th Haze 122nd year of Ascendancy at 16:13 |
Primary Stats
| Strength | 28 (base 12) |
| Dexterity | 59 (base 53) |
| Constitution | 15 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 13 (base 11) |
| Cunning | 60 (base 42) |
Resources
| Life | -11/629 |
| Stamina | 172/218 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 6.5376945121357 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 49 |
| Crit Chance | 34% |
| APR | 7 |
| Speed | 0.85 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Light | +6% |
| Physical | +18% |
| Lightning | +10% |
| Arcane | +3% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Cold | +5% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 42.683544434606 (62.07905162586%) |
| Defense | 53 |
| Ranged Defense | 55 |
| Fatigue | 10.923805221685 |
| Physical Save | 29 |
| Spell Save | 22 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 8%( 70%) |
| Physical | + 2%( 70%) |
| Darkness | + 15%( 70%) |
| Fire | + 19%( 70%) |
| Mind | + 3%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 42% |
| Stun Resistance | 43% |
| Poison Resistance | 0% |
| Knockback Resistance | 73% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 165 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 295 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 540% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+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 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed chunk of ghoul flesh. * You've found the needed xorn fragment. | 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 | Xanomille (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue +2% Resists +2% physical Phys.save +9 (+5 eff.) ---------- misc Stam/turn +2.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Frigidbiter (41/41, 158% power, 7 apr)3.0 T3 shot ammo [Random Unique] Arcane/Master Power 158% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +7 Crit +13.0% Capacity 41 Rld cld 4 Ranged+ +16 cold On Hit.r1 +12 lightning +14 fire +8 cold On Crit.r2 +8 cold On Crit: * Wound the target dealing 185 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 +41.00 ---------- 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 | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Ivadavea (0 def, 12 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Str dps ---------- Melee+ 9 light Dmg.mod +6% light +15% acid Res.pen +10% acid ----- def ----- Armour +12 Fatigue +3% Resists +8% light +5% arcane 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 | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 4 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Quenchnaught the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning +9% cold +3% arcane Res.pen +5% arcane +5% cold ----- def ----- Resists +20% lightning Max.HP +23.00 HP.reg +3.00 Disarm- +22% Pinning- +24% Stun/Frz- +23% Knockbk- +23% Rings make your fingers look great! |
| On fingers | copper ring 'Aramira'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Phys.crit +2.0% Dmg.mod +9% acid +3% physical ----- def ----- Defense +5 (+1 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Eldoral Last Resort4.0 T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
| Around waist | noble's rough leather belt of unlife =Breath=1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Bimablek (0 def, 4 armour, 102% power, 79.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 102% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +80 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +6% cold +19% fire Max.HP +100.00 Cut- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Ulfenik the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Str +2 Con dps ---------- Phys.pwr +20 (+6 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +3% mind Crit.dmg- 10.00% Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| 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 (+3 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
regeneration infusion of the sneak (heal 393; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of constitution (+3) =3 con=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
warrior's copper amulet of manastreaming =2 mag=0.1 T1 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.30 Mana/turn +0.12 Max.mana +22.00 Amulets make your neck look great! |
clarifying steel amulet =Confuse=0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +24% Amulets make your neck look great! |
Deepsraptor the copper ring =7 con=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +1 Wil +7 Con dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +5% darkness ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Max.hate +6.00 Rings make your fingers look great! |
conjurer's copper ring =5 mag=0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+6 eff.) Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
gladiator's copper ring =5 con=0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Rings make your fingers look great! |
warrior's copper ring =2 str=0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
thought-forged dwarven-steel battleaxe of massacre (144% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master/Psionic Power 145% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +13 mind On Hit: * 17% chance to reduce all saves and defense by 18 While equipped: Stats +3 Cun +5 Wil Massive two-handed battleaxes. |
arcing dwarven-steel greatsword of paradox (141% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: ----- def ----- Resists +12% temporal Massive two-handed swords. |
warbringer's dwarven-steel greatsword of vileness (140% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane/Master Power 141% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 7 While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% physical ----- def ----- Disarm- +21% Massive two-handed swords. |
dwarven-steel mace 'Frigidreek' (132% power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 133% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Wil dps ---------- Phys.crit +8.0% Mind.pwr +15 (+8 eff.) Res.pen +20% cold +6% physical Acc +16 (+5 eff.) Apr +9 Blunt and deadly. |
dwarven-steel dagger of massacre (132% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 133% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
hateful dwarven-steel dagger of erosion (116% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Psionic Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature +8 darkness Against +11% Living Sharp, short and deadly. |
truestriking dwarven-steel dagger of shearing (112% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 112% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical +7% all Acc +24 (+8 eff.) Apr +13 Sharp, short and deadly. |
enhanced rough leather sling of enduring =4 mag, 54 hp=4.0 T1 sling 1H weapon [Ego++] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +4 Str +4 Dex +4 Mag +9 Wil +4 Cun +11 Con ----- def ----- Max.HP +10.00 Slings are used to hurl stones or metal shots at your foes. |
mighty rough leather sling4.0 T1 sling 1H weapon [Ego] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
Isethra =Respen=4.0 T2 sling 1H weapon [Random Unique] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +11 acid +9 nature While equipped: dps ---------- Phys.crit +3.0% Res.pen +7% acid +8% nature +7% all Acc +15 (+5 eff.) Apr +12 ----- def ----- Armour +2 Resists +6% acid Poison- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Slings are used to hurl stones or metal shots at your foes. |
storming quiver of ash arrows of wind (16/16, 124% power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 124% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 16 Proj.spd +200% Ranged+ +21 lightning On Crit.r2 +9 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 132 physical damage Arrows are used with bows to pierce your foes to death. |
barbed pouch of iron shots of crippling (13/13, 124% power, 1 apr)3.0 T1 shot ammo [Ego++] Master Power 124% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +15.0% Capacity 13 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Cystwind the pouch of steel shots (4/18, 117% power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Psionic Power 117% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Ranged+ +8 cold +6 nature +6 physical On Hit.r1 +8 nature +12 fire On Crit.r2 +4 fire +7 cold On Hit: * 10% chance to slow global speed by 44% * 20% chance to knock the target back 3 spaces and deal 99 physical damage Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of persecution (21/21, 135% power, 3 apr)3.0 T3 shot ammo [Ego] Disrupt Power 135% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Against +10% Unnatural +13% Unliving Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +7% all Max.HP +40.00 HP.reg +1.70 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of the mountain (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +7% all +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken linen robe of alchemy (0 def, 0 armour) =3mag=2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +5% acid +5% temporal +6% fire +5% cold +9% arcane +6% physical ----- def ----- Resists +11% acid +11% physical +11% fire +11% cold +7% all ---------- misc Max.mana +23.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour 'Runyregobar' (6 def, 4 armour) =20 stun=9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% temporal ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% lightning +6% nature +9% light +6% blight HP.reg +2.00 Stun/Frz- +20% A suit of armour made of leather. |
cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% nature +12% blight A suit of armour made of leather. |
marauder's hardened leather armour (13 def, 6 armour) =19 def=9.0 T3 light armor [Ego+] Master While equipped: Stats +8 Str +5 Dex ----- def ----- Armour +6 Defense +13 (+4 eff.) Fatigue +8% Phys.save +7 (+4 eff.) A suit of armour made of leather. |
radiant dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +10% blight +10% darkness +20% lightning ---------- misc Light +1 A suit of armour made of mail. |
impenetrable dwarven-steel plate armour (0 def, 19 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master While equipped: ----- def ----- Armour +19 Fatigue +22% A suit of armour made of metal plates. |
rejuvenating dwarven-steel plate armour of resilience (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Max.HP +26.00 HP.reg +2.70 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
rough leather belt 'Torchkin'1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Phys.crit +3.0% Dmg.mod +3% physical ----- def ----- Resists +3% fire +3% temporal HP.reg +0.80 Heal.mod +12% A belt that goes around your waist. |
spiritwalker's rough leather belt =4 mag=1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag ---------- misc Mana/turn +0.12 Max.mana +21.00 A belt that goes around your waist. |
Betywe the linen cloak (21 def, 4 armour) =3 mag 21 def=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +5 Str +3 Mag +3 Wil +3 Con dps ---------- Spell.crit +4% ----- def ----- Armour +4 Defense +21 (+7 eff.) Resists +6% mind Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Tador' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +1% physical +6% fire Mind.save +9 (+5 eff.) Max.HP +20.00 Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of rough leather boots of rushing (0 def, 1 armour) =3 con=2.0 T1 feet armor [Ego++] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 50% (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. |
dwarven-steel gauntlets 'Earugrim' (15 def, 6 armour) =15 def=1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Melee+ 9 darkness Dmg.mod +7% darkness ----- def ----- Armour +6 Defense +15 (+5 eff.) Fatigue +3% Resists +5% darkness +12% lightning Blind- +20% Poison- +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. |
Bethewyn the Galehunt (0 def, 1 armour) =3 con=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% acid Res.pen +5% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +9% nature +12% cold A cap made of leather. |
iron helm 'Isewe' (15 def, 9 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex ----- def ----- Armour +9 Defense +15 (+5 eff.) Fatigue +5% Poison- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
5 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. |
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. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+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. |
4 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. |
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. |
2 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. |
Sunvengeance2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun dps ---------- Crit.mult +5.00% Mind.pwr +5 (+3 eff.) Dmg.mod +3% mind Melee Ret 6 mind ---------- misc Light +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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
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. |
Curezephyr, [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% nature Res.pen +10% cold Melee Ret 2 nature ---------- misc Light +1 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 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 7
1st Summertide 122nd year of Ascendancy at 12:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Vanari the Shalore Skirmisher level 10
24th Dusk 122nd year of Ascendancy at 00:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Vanari the Shalore Skirmisher level 20
26th Haze 122nd year of Ascendancy at 19:14 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Vanari the Shalore Skirmisher level 7
4th Flare 122nd year of Ascendancy at 03:14 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Vanari the Shalore Skirmisher level 14
55th Dusk 122nd year of Ascendancy at 03:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Vanari the Shalore Skirmisher level 22
33rd Haze 122nd year of Ascendancy at 01:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vanari the Shalore Skirmisher level 16
7th Haze 122nd year of Ascendancy at 20:53 see stats
Log
Vanari's light area effect hits Ce'Nuwyn the carrion worm mass for (8 deflected), 9 light (9 total damage).
Vanari's light area effect killed Shadow!
The shield around Vanari crumbles.
Terrified from Ce'Nuwyn the carrion worm mass hits Vanari for (10 flat reduction), 0 mind, (9 flat reduction), 0 darkness (0 total damage).
Ce'Nuwyn the carrion worm mass uses Willful Strike.
Ce'Nuwyn the carrion worm mass hits Vanari for (22 flat reduction), 179 physical (179 total damage).
Vanari uses Swift Shot.
Vanari's light area effect hits Ce'Nuwyn the carrion worm mass for (8 deflected), 9 light (9 total damage).
Vanari is focused on firing.
Ce'Nuwyn the carrion worm mass hits Vanari for (22 flat reduction), 68 physical (68 total damage).
Ce'Nuwyn the carrion worm mass's Acidic Crawl is disrupted by his wounds!
Vanari's Swift Shot hits Ce'Nuwyn the carrion worm mass for (31 deflected), 31 physical, (7 deflected), 9 cold, (5 deflected), 5 lightning, (9 deflected), 10 fire, (3 deflected), 5 cold (59 total damage).
Vanari's Swift Shot hits Shadow for 14 lightning, 16 fire, 10 cold (40 total damage).
Vanari is no longer terrified
Vanari uses Bash and Smash.
Vanari activates Trained Reactions.
Vanari uses Kneecapper.
Ce'Nuwyn the carrion worm mass feeds his thorny mindstar with psychic energy from Vanari!
Vanari's Kneecapper performs a ranged critical strike against Ce'Nuwyn the carrion worm mass!
Ce'Nuwyn the carrion worm mass is pinned to the ground.
Ce'Nuwyn the carrion worm mass is poisoned!
Ce'Nuwyn the carrion worm mass hits Vanari for (22 flat reduction), 56 mind (56 total damage).
Vanari's Kneecapper hits Ce'Nuwyn the carrion worm mass for (80 deflected), 80 physical, (7 deflected), 9 cold, (5 deflected), 5 lightning, (9 deflected), 10 fire, (3 deflected), 5 cold, (3 deflected), 5 cold (113 total damage).
Vanari's Kneecapper hits Shadow for 14 lightning, 16 fire, 10 cold, 10 cold (50 total damage).
Vanari's light area effect hits Ce'Nuwyn the carrion worm mass for (8 deflected), 9 light (9 total damage).
Ce'Nuwyn the carrion worm mass hits Vanari for (22 flat reduction), 37 physical (37 total damage).
Deadly Poison from Vanari hits Ce'Nuwyn the carrion worm mass for (9 deflected), 10 nature (10 total damage).
Vanari the level 23 shalore skirmisher was bludgeoned to death by Ce'Nuwyn the carrion worm mass on level 2 of Sandworm lair.





































































































