










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! 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.
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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 Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Skeletal Lichform 1.6.0Makes Lichform turn you into a skeleton and not a baconman. Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Wanderer |
| Level / Exp | 17 / 10% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nuwyn the red crystal at level 17 on the 64th Dusk 122nd year of Ascendancy at 20:06 / 1 |
Primary Stats
| Strength | 43 (base 14) |
| Dexterity | 14 (base 12) |
| Constitution | 44 (base 12) |
| Magic | 48 (base 44) |
| Willpower | 24 (base 12) |
| Cunning | 34 (base 29) |
Resources
| Life | -94/501 |
| Mana | 41/289 |
| Stamina | 170/213 |
| Vim | 47/164 |
| Healing Factor | 1.7947180407926 |
| Regeneration | 17.75079603296 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 28.114754928839 |
| See Invisible | 31.114754928839 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 40 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 40 |
| Crit Chance | 10% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Temporal | +10% |
| Physical | +22% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 16.5 (43.579428603723%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 25 |
| Physical Save | 35 |
| Spell Save | 28 |
| Mental Save | 31 |
Defense: Resistances
| Darkness | + 16%( 70%) |
| Acid | + 13%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 13%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 13%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Disarm Resistance | 29% |
| Confusion Resistance | 20% |
| Silence Resistance | 20% |
| Pinning Resistance | 42% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 297 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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. |
| 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 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% 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 Strength stat. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (utility) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Meta | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed length of troll intestine. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bloated horror heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Radhurevon the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +2% Resistance +2% physical Unlife -40.00 life Silence Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Mayimita (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Mind Crit +4% Damage +6% mind +12% physical Ignore resists +15% mind Accuracy +6 (+2 eff.) Ignore Armor +2 defense ------ Armor +2 Fatigue +3% Physical save +8 (+4 eff.) Mind save +6 (+3 eff.) Unlife -40.00 life Disarm Resist +29% Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash totem of stinging [power 182] (13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Giladehell'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun defense ------ Resistance +3% light Mind save +5 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
| On fingers | Hudig0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +1 Dex +3 Wil offense ------ Damage +10% temporal Ignore resists +5% temporal When Hit 2 temporal defense ------ Resistance +10% temporal other ------- See Invis +3 Rings make your fingers look great! |
| Around neck | steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.16 Max mana +23.00 Amulets make your neck look great! |
| In main hand | iron waraxe 'Kilnslicer' (12-17 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Psionic Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 mind +8 fire On Hit: * 10% chance to reduce all saves and defense by 17 While equipped: Stats +1 Cun +2 Wil offense ------ When Hit 2 fire defense ------ Defense +15 (+8 eff.) Resistance +3% darkness Blind Resist +10% One-handed war axes. |
| Around waist | rough leather belt 'Radhidosin'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +7 Con offense ------ Physical Power +10 (+4 eff.) defense ------ Defense +9 (+5 eff.) Stealth +6 other ------- Max stamina +30.00 A belt that goes around your waist. |
| In off hand | Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con defense ------ Defense +1 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
acid wave rune of the wizard (damage 136; dur 4; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 135.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 227; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 227 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet 'Yvydasebeth'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +3 Mag +5 Con defense ------ Resistance +6% nature +12% temporal Spell save +12 (+6 eff.) Pinning Resist +21% Knockbk Resist +24% Amulets make your neck look great! |
grounding copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
restful copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
Demoncast the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +11% blight +6% darkness Ignore resists +5% darkness When Hit 2 blight On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 defense ------ Resistance +11% blight +3% mind Rings make your fingers look great! |
Eclipsebreaker0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +7 Cun offense ------ Damage +11% nature +9% mind Ignore resists +10% darkness When Hit 4 mind defense ------ Resistance +22% nature +6% fire Rings make your fingers look great! |
Xudakira the Rainbile (10-12 power, 2 apr, light element)3.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +4.0% Spell Crit +1% Critical power +5.00% Spellpower +3 (+1 eff.) Damage +10% light defense ------ Resistance +6% cold other ------- Max psi +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel short elm vilestaff (10-12 power, 2 apr, acid element)3.0 Encumbrance T1 staff 1H weapon [Ego] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +5.00% Spellpower +3 (+1 eff.) Damage +10% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent short elm magestaff of might (13-16 power, 2 apr, arcane element)3.0 Encumbrance T1 staff 1H weapon [Ego] Arcane Weapon Damage 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +5 (+2 eff.) Damage +13% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Elywyn' (19-23 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Str +1 Mag offense ------ Spell Crit +2% Spellpower +9 (+3 eff.) Damage +19% physical defense ------ Physical save +12 (+5 eff.) Life +100.00 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging short yew starstaff (20-24 power, 4 apr, physical element)3.0 Encumbrance T3 staff 1H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Spellpower/crit +3 Damage +20% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Xoba the iron greatmaul (18-28 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Nature Weapon Damage 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +8 mind On Hit: * 10 arcane resource burn While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +7 Cun +6 Con offense ------ Critical power +5.00% Accuracy +25 (+8 eff.) defense ------ Spell save +6 (+3 eff.) Massive two-handed mauls. |
chilling steel waraxe of phasing (14-20 power, 9 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +4.0% Attack Speed 100% Ignore Shields +13% On-hit +9 cold One-handed war axes. |
Brenoremadar (10-12 power, 7 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Physical Crit +3.0% defense ------ Resistance +3% light +9% fire Physical save +6 (+3 eff.) Unlife -80.00 life Sharp, short and deadly. |
projecting vined mindstar (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +8% lightning +8% fire +7% cold other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
caustic iron steamgun4.0 Encumbrance T1 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-crit, radius 2 +7 acid +7 nature Uses 2.0 Steam While equipped: offense ------ Ignore resists +7% acid +7% nature Ignore Armor +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
blazing pouch of steel shots of erosion (13/13, 21-25 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Nature Weapon Damage 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 13 On-ranged-hit +5 nature +10 fire On-crit, radius 2 +5 fire Shots are used with slings to pummel your foes to death. |
focusing woollen robe of frost (+16%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Damage +11% cold defense ------ Resistance +9% all +16% cold other ------- Mana/turn +0.18 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of darkness (+19%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +13% darkness defense ------ Resistance +19% darkness +11% all Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour of acid resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Master While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +15% acid A suit of armour made of leather. |
impenetrable steel plate armour (0 def, 15 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego] Master While equipped: defense ------ Armor +15 Fatigue +22% A suit of armour made of metal plates. |
steel plate armour of fire resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego] Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +16% fire A suit of armour made of metal plates. |
dwarven-steel plate armour 'Drurim' (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Random Unique] Master While equipped: Stats +10 Str +3 Wil +3 Con offense ------ Physical Crit +2.0% When Hit 6 blight defense ------ Armor +11 Fatigue +22% Resistance +8% physical +11% darkness +20% cold Life +30.00 other ------- Light +1 Track: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
linen cloak of the voidstalker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Resistance +10% darkness +11% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +10% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled kruk cloak (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane While equipped: Stats +2 Mag +1 Wil defense ------ Spell save +5 (+3 eff.) other ------- Max mana +41.00 A stylish kruk-style cloak, to look awesome. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +7% fire +6% cold other ------- Stamina/turn +0.30 Max stamina +15.00 A pair of boots made of leather. |
pair of hardened leather boots of speed (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 A pair of boots made of leather. |
pair of hardened leather boots of speed (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 A pair of boots made of leather. |
Gloratta the Blindmistress (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +3 Dex +2 Mag +4 Cun offense ------ Damage +6% arcane Accuracy +5 (+1 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Armor +2 Physical save +7 (+3 eff.) Life Regen +3.00 other ------- Stamina/turn +0.70 Max stamina +19.00 Cooldown Double Strike -1 Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On-hit +7 arcane On-crit, radius 2 +7 arcane On Hit: 10% Nightmare level 3 On Hit: 10% Set Up level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 7 lightning Damage +4% lightning Accuracy +11 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% lightning Unarmed combat: Weapon Damage 10.5 - 14.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% On-crit, radius 2 +6 lightning On Hit: 10% Lightning Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
umbral iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 6 darkness Damage +4% darkness defense ------ Armor +1 Fatigue +1% Resistance +5% darkness Unarmed combat: Weapon Damage 9.5 - 13.3 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 20% Moonlight Ray level 1 On Hit: * 5% chance to reduce damage dealt by 15% Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing rough leather cap of strength (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) A cap made of leather. |
Emeloba (5 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +3% temporal defense ------ Armor +3 Defense +5 (+3 eff.) Fatigue +5% Resistance +10% darkness Unlife -40.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of dexterity (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 Encumbrance 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. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance 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. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
277 alchemist agate0.0 Encumbrance 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. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +44.00 other ------- 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 of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 other ------- 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. |
iron pickaxe 'Darklace' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag offense ------ Spell Crit +3% Damage +9% darkness defense ------ Fatigue -5% other ------- Mana/turn +0.08 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Porolaith the Blindwish [power 100] (13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +20% darkness defense ------ Resistance +5% arcane +6% cold Crit Resistance 5.00% Life Regen +2.00 Healmod +10% Blast the opponent's mind dealing 106 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Obsidianraven [power 165] (13 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: defense ------ Defense +10 (+5 eff.) Resistance +3% nature +3% darkness +9% light Healmod +10% Pinning Resist +10% Blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to heal for 37. Torques are made by powerful psionics to store psionic powers. |
Blizzardbreacher [power 105] (13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% cold +6% light +12% mind Ignore resists +5% cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 Fire a magical bolt dealing 105 lightning damage Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Le Wanderer the Shalore Wanderer level 10
1st Flare 122nd year of Ascendancy at 13:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Le Wanderer the Shalore Wanderer level 9
9th Mirth 122nd year of Ascendancy at 01:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Le Wanderer the Shalore Wanderer level 6
3rd Mirth 122nd year of Ascendancy at 10:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Le Wanderer the Shalore Wanderer level 15
52nd Dusk 122nd year of Ascendancy at 22:45 see stats
Log
Melee retaliation hits War hound for 2 fire, 2 temporal (4 total damage).
Melee retaliation hits Shadow for 2 fire, 2 temporal (4 total damage).
War hound hits Le Wanderer for 117 physical damage.
Shadow hits Le Wanderer for 30 physical damage.
Betiratira the cave bear summons a Jelly!
Le Wanderer becomes more vulnerable to nature.
Ce'Nuwyn the red crystal uses Reproach.
Le Wanderer is lost in madness!
LIFE LOST WARNING!
Ce'Nuwyn the red crystal hits Le Wanderer for 230 mind damage.
Le Wanderer casts Wraithform.
Le Wanderer turns into a wraith.
Le Wanderer's Darkfire hits Ce'Nuwyn the red crystal for 10 fire, 19 darkness (30 total damage).
Le Wanderer's Darkfire hits Shadow for 35 fire, 0 darkness (35 total damage).
Le Wanderer's Darkfire hits Ritch flamespitter for 12 fire, 35 darkness (47 total damage).
Le Wanderer's Darkfire hits War hound for 35 fire, 35 darkness (69 total damage).
Le Wanderer's Darkfire hits Shadow for 35 fire, 0 darkness (35 total damage).
Le Wanderer's Darkfire hits Master vampire for 35 fire, (35 ignored), 0 darkness (35 total damage).
Le Wanderer's Darkfire hits Betiratira the cave bear for 25 fire, 30 darkness (55 total damage).
Le Wanderer's Darkfire hits Shadow for 32 fire, 0 darkness (32 total damage).
Agony from Ce'Nuwyn the red crystal hits Le Wanderer for 85 mind damage.
Terrified from Ce'Nuwyn the red crystal hits Le Wanderer for 3 mind, 2 darkness (5 total damage).
Le Wanderer receives 61 healing from Temporal Restoration Field.
Melee retaliation hits War hound for 2 fire, 2 temporal (4 total damage).
War hound hits Le Wanderer for 119 physical damage.
Agony from Ce'Nuwyn the red crystal hits Le Wanderer for 129 mind damage.
Terrified from Ce'Nuwyn the red crystal hits Le Wanderer for 3 mind, 2 darkness (5 total damage).
Le Wanderer receives 61 healing from Temporal Restoration Field.
Le Wanderer the level 17 shalore wanderer was mindraped to death by Ce'Nuwyn the red crystal on level 4 of Old Forest.







































































































