









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 20 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by green jelly at level 20 on the 62nd Dusk 122nd year of Ascendancy at 19:25 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 18 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 59 (base 47) |
| Willpower | 49 (base 38) |
| Cunning | 13 (base 11) |
Resources
| Life | -22/339 |
| Mana | 140/448 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 0.26778408873167 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15.000000000002% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 12 |
| Crit Chance | 6% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +13% |
| Acid | +3% |
| Nature | +6% |
| Lightning | +15% |
| Cold | +22% |
| Arcane | +6% |
| Mind | +16% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Temporal | +25% |
| Arcane | +10% |
| Cold | +8% |
| Physical | +6% |
Defense: Base
| Armour (hardiness) | 13 (35.65183292883%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 16 |
| Spell Save | 40 |
| Mental Save | 20 |
Defense: Resistances
| Lightning | + 32%( 70%) |
| Cold | + 30%( 70%) |
| Mind | + 23%( 70%) |
| Blight | + 13%( 70%) |
| Acid | + 22%( 70%) |
| Fire | + 25%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
Inscriptions (5/5)
| 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 297 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (55 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 79 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 395 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 | pair of rough leather boots 'Bloomglory' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Con +2 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +6% nature Res.pen +6% physical Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Armour +1 Resists +9% acid +3% cold Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Aerivena2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind +3% acid Res.pen +10% acid ----- def ----- Resists +6% mind +6% blight Spell.save +9 (+3 eff.) ---------- 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. |
| On head | Chagas the linen wizard hat (1 def, 4 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +6 Dex dps ---------- Phys.crit +2.0% Dmg.mod +11% mind +6% physical ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +11% mind A pointy cloth hat, very wizardly... |
| Tool | Adolenne the Galeraze [power 45] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +12% lightning Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+5 eff.) Rings make your fingers look great! |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
| Around waist | Gladheta1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +5 Wil +2 Con dps ---------- Spell.crit +3% Dmg.mod +3% physical Res.pen +25% temporal Apr +4 ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
| In main hand | Layyra (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +2 Dex +1 Con dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +3 Dmg.mod +15% lightning +6% arcane ----- def ----- Defense +5 (+1 eff.) Resists +8% lightning ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 76.98 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | sand hardened leather gloves of strength (+2) (0 def, 8 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 7 physical Dmg.mod +4% physical ----- def ----- Armour +8 Unarmed combat: Power 20.0 - 22.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +9 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | cashmere cloak 'Glayamira' (22 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +15 (+5 eff.) ----- def ----- Defense +22 (+7 eff.) Resists +7% acid +19% fire +7% lightning +7% cold Spell.save +6 (+2 eff.) Max.HP +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Gubrenne'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +5% S.pwr/crit +3 Res.pen +10% arcane ----- def ----- Spell.save +9 (+3 eff.) ---------- misc Mana/turn +0.17 Max.mana +20.00 Amulets make your neck look great! |
Inventory
grounding copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
elm magestaff of might (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of fate (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Phys.save +7 (+5 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+3 eff.) ---------- misc Mana/turn +0.12 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel mace (16-22 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Normal] Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
blazing quiver of yew arrows of erosion (18/18, 32-45 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Nature Power 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 18 Ranged+ +9 nature +15 fire On Crit.r2 +12 fire Arrows are used with bows to pierce your foes to death. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +9% all Max.HP +41.00 HP.reg +1.80 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour 'Bokydil' (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +3 Cun +1 Str dps ---------- Crit.mult +15.00% Res.pen +10% mind Acc +5 (+5 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Die.at -40.00 life Max.HP +25.00 A suit of armour made of leather. |
rough leather belt 'Gunivon'1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +1 Dex ----- def ----- Resists +3% lightning +9% temporal Crit.chn- 5.00% Max.HP +31.00 A belt that goes around your waist. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Abyssmoon1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +8% Dmg.mod +6% fire ----- def ----- Resists +9% acid +15% fire +12% cold Cut- +10% Pinning- +20% A belt that goes around your waist. |
Gilezor1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun dps ---------- Phys.pwr +8 (+5 eff.) Res.pen +15% mind ----- def ----- Spell.save +8 (+3 eff.) Mind.save +12 (+6 eff.) ---------- misc Equi/ret +0.04 Size +1 A belt that goes around your waist. |
Singeriver1.0 T3 belt armor [Rare] Nature While equipped: Stats +9 Dex +2 Mag dps ---------- Dmg.mod +15% fire ----- def ----- HP.reg +2.30 Heal.mod +18% A belt that goes around your waist. |
Bolttyphoon (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +15% lightning ----- def ----- Defense +7 (+2 eff.) Resists +3% lightning +3% darkness Phys.save +5 (+4 eff.) ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethobrethra the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +1 Con dps ---------- Res.pen +15% physical Melee Ret 8 mind ----- def ----- Armour +1 Phys.save +6 (+5 eff.) Disengage: Puts all charms on 15 cooldown Level 3.0 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 168% 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. A pair of boots made of leather. |
Porawen (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil +2 Cun +8 Con ----- def ----- Armour +1 Resists +5% arcane Phys.save +11 (+7 eff.) Mind.save +12 (+6 eff.) ---------- misc Light +1 See.Invis +6 A pair of boots made of leather. |
Quenchlace (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Cun dps ---------- Crit.mult +5.00% Melee+ 7 light Dmg.mod +4% light On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Armour +1 Fatigue +1% Resists +6% light +9% cold Unarmed combat: Power 11.5 - 16.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 20% Searing Light 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Bethydana the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Str +4 Dex +5 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness ---------- misc See.Invis +6 A pointy cloth hat, very wizardly... |
Emonor (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal ---------- misc Light +3 A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Harundil the Woeedge (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex +4 Mag +4 Cun +2 Con dps ---------- Dmg.mod +12% darkness Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +6% acid A cap made of leather. |
Xanuna (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.pwr +8 (+3 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +3 Fatigue +5% Resists +3% acid ---------- misc Psi/ret +0.12 Max.psi +20.00 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 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. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
99 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. |
Emelubeth2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical Acc +10 (+8 eff.) Apr +1 ----- def ----- Armour +6 Max.HP +41.00 ---------- 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 lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Brightnull the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Cun +1 Str dps ---------- Res.pen +25% light Acc +4 (+4 eff.) ----- def ----- Crit.chn- 5.00% ---------- misc Infravis +3 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Strikesear the iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Wil +6 Cun ----- def ----- Resists +3% lightning ---------- misc Equi/ret +0.12 Infravis +2 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 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. |
Windnight [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex +3 Mag ----- def ----- Armour +4 Resists +6% nature ---------- misc Light +1 Infravis +1 Blast the opponent's mind dealing 122 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
yew wand of lightning storm 'Armodurath' [power 278] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Mag +2 Cun +3 Con ----- def ----- Armour +4 Defense +20 (+6 eff.) Resists +6% acid Create a radius 3 storm for 5 turns. Each turn, creatures within take 63 lightning damage and will be dazed for 1 turn (319 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bruwyn the Cornac Archmage level 12
9th Dusk 122nd year of Ascendancy at 04:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bruwyn the Cornac Archmage level 10
3rd Summertide 122nd year of Ascendancy at 14:35 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bruwyn the Cornac Archmage level 20
61st Dusk 122nd year of Ascendancy at 07:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bruwyn the Cornac Archmage level 10
1st Flare 122nd year of Ascendancy at 10:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bruwyn the Cornac Archmage level 18
35th Dusk 122nd year of Ascendancy at 03:27 see stats
Log
Sandworm Queen is frozen to the ground!
Bruwyn hits Sandworm Queen for 230 cold damage.
Sandworm burrower hits Iceblock for 16 physical damage.
The fabric of space around Bruwyn stabilizes to normal.
Bruwyn teleports some damage to Sandworm Queen!
Bruwyn's ice storm area effect hits Sandworm burrower for 0 cold damage.
Bruwyn's ice storm area effect hits Sandworm Queen for 35 cold damage.
Bruwyn's ice storm area effect hits 3-headed hydra for 30 cold damage.
Bruwyn's glacial vapour area effect hits Sandworm burrower for 0 cold damage.
Bruwyn's glacial vapour area effect hits Sandworm Queen for 36 cold damage.
Bruwyn's glacial vapour area effect hits 3-headed hydra for 31 cold damage.
Sandworm Queen's poison area effect hits Bruwyn for (14 teleported), 0 nature (0 total damage).
Sandworm Queen's poison area effect hits Sandworm Queen for 14 teleported damage.
Sandworm Queen's poison area effect hits Bruwyn for (1 teleported), 12 nature (12 total damage).
Sandworm Queen's poison area effect hits Sandworm Queen for 1 teleported damage.
Sandworm Queen's poison area effect hits Bruwyn for (14 teleported), 0 nature (0 total damage).
Sandworm Queen's poison area effect hits Sandworm Queen for 14 teleported damage.
Sandworm Queen summons a Turtle!
Turtle uses Taunt.
Turtle receives 360 healing.
3-headed hydra receives 273 healing from Turtle.
Sandworm Queen receives 272 healing from Turtle.
Thunderstorm hits Turtle for 10 lightning damage.
Thunderstorm hits Sandworm Queen for 9 lightning damage.
Poison from Sandworm Queen hits Bruwyn for 138 nature damage.
Turtle slows down.
Green jelly's Slime Spit hits Turtle for 127 nature damage.
Green jelly's Slime Spit hits Bruwyn for 78 nature damage.
Bruwyn the level 20 cornac archmage was splurged to death by a green jelly on level 2 of Sandworm lair.
The furious lightning storm around Bruwyn calms down and disappears.




























































































