











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 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:
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 | Halfling |
| Class | Rogue |
| Level / Exp | 28 / 98% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 77 (base 53) |
| Constitution | 31 (base 10) |
| Magic | 23 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 73 (base 60) |
Resources
| Life | 739/739 |
| Stamina | 187/187 |
| Healing Factor | 1.2158714593978 |
| Regeneration | 12.17915240705 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -992 |
| Infravision | 5 |
| See Stealth | 43.954687854192 |
| See Invisible | 43.954687854192 |
| Stealth | 63 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 52 |
| Crit Chance | 42% |
| APR | 60 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 52 |
| Crit Chance | 38% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +19% |
| Lightning | +6% |
| Nature | +14% |
| Temporal | +9% |
| Mind | +6% |
| Arcane | +9% |
| Cold | +16% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Temporal | +5% |
| Nature | +12% |
| Lightning | +5% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (38.594633868923%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 29 |
| Mental Save | 29 |
Defense: Resistances
| Blight | + 25%( 70%) |
| Physical | + 35%( 70%) |
| Cold | + 57%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 29%( 70%) |
| Temporal | + 31%( 70%) |
| Darkness | + 29%( 70%) |
| Mind | + 34%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 32% |
| Poison Resistance | 47% |
| Silence Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 536 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -487 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 487 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 708% 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 Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Numbing Poison |
| talent | Volatile Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.8 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 109 - 153 Accuracy: 67 (knife) APR: 52 Crit Chance: +43% Crit mult: 194% Uses Stats: 50% Cun, 70% Dex |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the repented thief from death by Cyratira the venom drake hatchling. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Cunning 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Aredor' (0 def, 3 armour) =10stn=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag ----- def ----- Armour +3 Fatigue -3% Resists +9% lightning +3% physical Phys.save +6 (+3 eff.) Heal.mod +5% Stun/Frz- +10% ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health =42hp=2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- 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 | Ulfonarindil the iron helm (0 def, 3 armour) =60hp=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +1.0% ----- def ----- Armour +3 Fatigue +5% Resists +1% physical Die.at -60.00 life ---------- misc Hate/m.crit +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Poruda the Undeathrend (0 def, 8 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Con dps ---------- Melee+ 7 physical Dmg.mod +6% physical Res.pen +5% temporal ----- def ----- Armour +8 Resists +6% nature +3% temporal Phys.save +13 (+6 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+2 eff.) HP.reg +1.00 Disarm- +24% ---------- misc Stam/turn +0.50 Max.stam +12.00 Unarmed combat: Power 117% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 physical On Hit.r1 +5 physical On Crit.r2 +5 physical On Hit: 10% Juggernaut 1 On Hit: 10% Nightmare 3 On Hit: 10% Sand Breath 3 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Blastsmash [power 1] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Dmg.mod +6% lightning +9% arcane Res.pen +5% lightning Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Chillwolf the steel ring =22stn=0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% cold ----- def ----- Resists +12% cold +12% nature +6% mind HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | Olalechik the gold ring =13pd resists=0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% temporal +13% physical ----- def ----- Resists +7% blight +13% physical +8% nature +12% temporal Spell.save +11 (+6 eff.) Poison- +16% Disease- +10% ---------- misc Max.stam +19.00 Rings make your fingers look great! |
| Around neck | Hurykalthothad the gold amulet =35hp=0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con +4 Wil dps ---------- Crit.mult +14.00% Acc +6 (+2 eff.) Apr +12 ----- def ----- Resists +3% lightning +12% darkness +6% nature Phys.save +10 (+5 eff.) Max.HP +35.00 HP.reg +1.00 Amulets make your neck look great! |
| In main hand | Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex, 0% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Around waist | rough leather belt 'Glina' =40hp=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) ----- def ----- Resists +3% nature +3% fire +3% mind +3% physical Spell.save +9 (+5 eff.) Die.at -40.00 life Silence- +10% ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | dwarven-steel dagger 'Carrionresolve' (131% power, 7 apr) =12np 12critm=1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 131% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature On Crit.r2 +5 acid +17 nature While equipped: dps ---------- Phys.crit +7.0% Crit.mult +12.00% Res.pen +10% acid +12% nature Apr +21 On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Resists +9% mind Sharp, short and deadly. |
| Cloak | linen cloak 'Turoharasus' (6 def, 8 armour) =20cnf 80hp=2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +6 (+2 eff.) Resists +11% cold Die.at -80.00 life Confus- +20% ---------- misc Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Hettudir' (0 def, 0 armour) =10con 7mag=2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Str +1 Dex +7 Mag +6 Wil +10 Con dps ---------- Dmg.mod +14% nature +16% cold Melee Ret 4 mind ----- def ----- Resists +24% cold +15% all Crit.chn- 5.00% Poison- +31% Disease- +36% ---------- misc Mana/turn +0.30 Psi/turn +0.19 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the psychic (speed 577%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 577% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 31%; mental; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; darkness, physical, mind, light)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 darkness, 2 physical, 4 mind, 4 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 43; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 43 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 40; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 40 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 Strength 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 psychic (absorb 142; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 142 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing steel amulet of constitution (+4) =4con=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +13% temporal Pinning- +20% Knockbk- +24% Amulets make your neck look great! |
Velymira the copper ring =22cnf=0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun +1 Str dps ---------- Apr +6 ----- def ----- Resists +3% physical Mind.save +5 (+2 eff.) Confus- +22% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
Chutir the Glintworth (123% power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 123% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 13 On Crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +3% light Res.pen +10% blight +5% physical Acc +7 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Disarm- +57% Sharp, short and deadly. |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Cun, 65% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (120% power, 10 apr) =5mag=1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr) =4mag=1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 63.93 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
dwarven-steel dagger of corruption (118% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane Power 119% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Death 3 Sharp, short and deadly. |
elm magestaff 'Galepeal' (100% power, 2 apr, cold element) =4con=5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +7 (+4 eff.) Dmg.mod +12% lightning +10% cold +3% mind Res.pen +20% mind Apr +1 ----- def ----- HP.reg +0.60 Heal.mod +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 56% (based on Cunning). Uses 30 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. |
pair of hardened leather boots of rushing (0 def, 3 armour) =3con=2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Rush: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 25/25. Range 6 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. |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 117% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Apr +8 Crit +6.0% Atk.spd 83% Melee+ +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
dwarven-steel gauntlets 'Noonblight' (0 def, 2 armour) =5mag=1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag +3 Wil +1 Con dps ---------- Phys.crit +2.0% Phys.pwr +7 (+4 eff.) Spell.pwr +4 (+2 eff.) Melee+ 6 arcane 7 temporal Ranged+ 7 temporal Dmg.mod +7% arcane +4% temporal Res.pen +10% light ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane +7% temporal Unarmed combat: Power 128% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +4 arcane On Hit: 10% Manathrust 3 On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Aliharadas the Scabfear (0 def, 1 armour) =9nd=2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +12% temporal Res.pen +10% darkness +10% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather. |
Arudavea (0 def, 1 armour) =7mag=2.0 T1 head armor [Rare] Master While equipped: Stats +7 Mag dps ---------- Spell.crit +4% Phasing +20% ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Max.mana +100.00 A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Sleettouch (0 def, 1 armour) =air=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +5% cold Melee Ret 4 blight ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Max.mana +60.00 Breathe water A cap made of leather. |
dwarven-steel helm 'Willowpierce' (0 def, 4 armour) =7con=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Con dps ---------- Dmg.mod +15% nature Res.pen +25% lightning On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +4 Fatigue +4% Resists +12% acid +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 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. |
446 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Gleamvice the iron pickaxe (dig speed 40 turns) =2mag=3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% Crit.mult +10.00% Dmg.mod +6% light ----- def ----- Resists +3% light +3% lightning ---------- misc Hate/m.crit +2.00 Max.mana +24.00 Max.hate +6.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% ---------- misc Max.mana +22.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Arirawyn the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +4 Wil dps ---------- Phys.crit +5.0% Dmg.mod +6% mind +18% arcane ----- def ----- Defense +10 (+4 eff.) Die.at -80.00 life ---------- 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. |
Glatta =4con=2.0 T1 lite [Rare] Disrupt While equipped: Stats +4 Con dps ---------- Acc +15 (+5 eff.) ----- def ----- Resists +3% all Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Die.at -80.00 life ---------- 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. |
Gloommaim =4mag=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +15 (+8 eff.) Dmg.mod +6% mind +3% blight On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +3% darkness ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 120 power out of 321/400 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. |
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. |
6 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. |
piercing elm wand of lightning storm [power 116] (9 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 9 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 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. |
12 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. |
14 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lady Rogue the Halfling Rogue level 13
23rd Dusk 122nd year of Ascendancy at 11:11 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Lady Rogue the Halfling Rogue level 27
51st Haze 122nd year of Ascendancy at 16:43 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Lady Rogue the Halfling Rogue level 23
2nd Haze 122nd year of Ascendancy at 07:57 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Lady Rogue the Halfling Rogue level 20
65th Dusk 122nd year of Ascendancy at 04:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lady Rogue the Halfling Rogue level 10
6th Mirth 122nd year of Ascendancy at 22:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Lady Rogue the Halfling Rogue level 20
63rd Dusk 122nd year of Ascendancy at 23:32 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Lady Rogue the Halfling Rogue level 24
3rd Haze 122nd year of Ascendancy at 05:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lady Rogue the Halfling Rogue level 7
79th Pyre 122nd year of Ascendancy at 17:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Lady Rogue the Halfling Rogue level 12
7th Flare 122nd year of Ascendancy at 15:19 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Lady Rogue the Halfling Rogue level 22
71st Dusk 122nd year of Ascendancy at 22:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lady Rogue the Halfling Rogue level 15
38th Dusk 122nd year of Ascendancy at 10:17 see stats
Log
You gain 4.51 gold from the transmogrification of shimmering yew starstaff of might (120% power, 4 apr, darkness element).
You gain 2.79 gold from the transmogrification of elm magestaff of illumination (100% power, 2 apr, cold element).
You gain 19.08 gold from the transmogrification of Arimivena (120% power, 4 apr, darkness element).
You gain 3.65 gold from the transmogrification of vined mindstar of frost (87% power, 18 apr, mind damage).
You gain 1.17 gold from the transmogrification of thorny mindstar of clarity (98% power, 24 apr, nature damage).
You gain 4.30 gold from the transmogrification of pulsing mindstar of sand (109% power, 32 apr, mind damage).
You gain 4.60 gold from the transmogrification of truestriking stralite longsword (142% power, 5 apr).
You gain 4.43 gold from the transmogrification of mighty ash longbow of fire.
You gain 6.74 gold from the transmogrification of truestriking dwarven-steel greatsword of crippling (142% power, 2 apr).
You gain 6.77 gold from the transmogrification of hateful stralite greatsword of shearing (158% power, 3 apr).
You gain 6.41 gold from the transmogrification of balanced dwarven-steel greatsword of vileness (147% power, 2 apr).
You gain 3.73 gold from the transmogrification of balanced dwarven-steel greatsword (146% power, 2 apr).
You gain 18.65 gold from the transmogrification of Blizzardbreaker (127% power, 2 apr).
You gain 16.91 gold from the transmogrification of Aerowe (117% power, 1 apr).
You gain 4.00 gold from the transmogrification of thought-forged dwarven-steel battleaxe of massacre (152% power, 2 apr).
You gain 14.22 gold from the transmogrification of Lelyduhir the dwarven-steel battleaxe (138% power, 2 apr).
You gain 18.57 gold from the transmogrification of Daginarifang the Woehack (124% power, 2 apr).
You gain 1.65 gold from the transmogrification of shielding rune of the warrior (absorb 98; dur 4; cd 14).
You gain 0.67 gold from the transmogrification of shatter afflictions rune (absorb 57; cd 13).
You gain 0.65 gold from the transmogrification of manasurge rune (regen 1059% over 10 turns; mana 53; cd 18).
You gain 1.76 gold from the transmogrification of blink rune (range 5; phase 15; cd 14).
You gain 1.52 gold from the transmogrification of acid wave rune (damage 105; dur 4; cd 19).
You gain 1.40 gold from the transmogrification of acid wave rune (damage 80; dur 4; cd 21).
You gain 1.00 gold from the transmogrification of wild infusion (res 18%; mental; dur 2; cd 12).
You gain 1.00 gold from the transmogrification of wild infusion (res 17%; magical, mental; dur 4; cd 15).
You gain 0.68 gold from the transmogrification of healing infusion (heal 60; cd 14).
There is a Passageway into the Daikara here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.











































































































