











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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:
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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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 | Male |
| Race | Doomelf |
| Class | Shadowblade |
| Level / Exp | 20 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Aerulle the anaconda at level 20 on the 38th Regrowth 123rd year of Ascendancy at 03:40 / 1 |
Primary Stats
| Strength | 11 (base 12) |
| Dexterity | 66 (base 43) |
| Constitution | 11 (base 10) |
| Magic | 33 (base 23) |
| Willpower | 16 (base 10) |
| Cunning | 46 (base 31) |
Resources
| Life | -95/479 |
| Mana | 1/244 |
| Stamina | 24/172 |
| Healing Factor | 1.1197162075846 |
| Regeneration | 5.3186519860268 |
Speed
| Mental | +3.619327060278E-12% |
| Attack | 0% |
| Movement | +45% |
| Spell | +3.619327060278E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 32.365053558023 |
| See Invisible | 32.365053558023 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 56 |
| Crit Chance | 38% |
| APR | 21 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 56 |
| Crit Chance | 18% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 14% |
| Speed | 0.99999999999996 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +7% |
| Light | +11% |
| Temporal | +5% |
| All | 0% |
| Nature | +37% |
Offense: Damage Penetration
| Physical | +20% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 14 (35.65183292883%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 24 |
| Mental Save | 21 |
Defense: Resistances
| Blight | + 12%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 16%( 70%) |
| Physical | + 14%( 70%) |
| Darkness | + 9%( 70%) |
| Fire | + 11%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 23% |
| Silence Resistance | 23% |
| Stun Resistance | 32% |
| Poison Resistance | 50% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 415 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 34 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. |
| 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 582% 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
| Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Effects
| beneficial effect | The target's critical strike damage bonus is increased by 21%. Shadowstrike |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed honey tree root. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. 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 skeleton mage skull. * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 | undeterred pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Silence Resist +23% Confus Resist +23% Stun Resist +22% A pair of boots made of leather. |
| Light source | brass lantern 'Falemnir'2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Defense +10 (+2 eff.) Crit Resistance 10.00% Physical save +6 (+3 eff.) Life +80.00 Healmod +11% other ------- Hate-on-crit +2.00 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 | Yvomira (16 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +11% light defense ------ Defense +16 (+4 eff.) Resistance +3% blight +16% light +3% nature +9% lightning Physical save +9 (+5 eff.) A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves 'Tuladar' (0 def, 3 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 6 darkness Damage +4% darkness defense ------ Armor +3 Resistance +9% darkness +9% blight Unlife -40.00 life Stun Resist +10% Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 20% Moonlight Ray 1 On Hit: * 5% chance to reduce damage dealt by 14% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Voidspar the iron pickaxe (dig speed 27 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str offense ------ Damage +3% darkness Accuracy +3 (+1 eff.) defense ------ Resistance +6% nature +5% arcane other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | sneakthief's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +5 (+1 eff.) Rings make your fingers look great! |
| On fingers | Offalmaim0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +4 Dex offense ------ Physical Crit +1.0% Damage +17% nature Ignore resists +20% physical Ignore Armor +1 defense ------ Defense +10 (+2 eff.) Resistance +22% nature Rings make your fingers look great! |
| Around neck | copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
| In main hand | Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
| Around waist | Cobralore the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +6 Dex +2 Mag +4 Cun +6 Lck offense ------ On-Hit (Melee): * 20% chance to slow global speed by 42% defense ------ Resistance +6% nature Stealth +6 other ------- Disarm Traps +7 Light +2 Infravision +4 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% Cun, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Phasing +50% While equipped: offense ------ Accuracy +20 (+5 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 | Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | cured leather armour 'Ivildana' (16 def, 10 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Nature/Master While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 5 fire defense ------ Armor +10 Defense +16 (+4 eff.) Fatigue +7% Resistance +20% cold +14% physical +11% fire Life +60.00 Life Regen +4.50 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
Inventory
Prismatic Rune (6 turns; lightning, physical, darkness, cold, mind, nature)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 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 lightning, 4 physical, 3 darkness, 5 cold, 5 mind, 3 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 265 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 169 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet of magic (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Arcane While equipped: Stats +4 Mag Amulets make your neck look great! |
mule's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +21 Rings make your fingers look great! |
mule's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Blind Resist +24% other ------- Encumbrance +21 Infravision +3 See Stealth +5 See Invis +6 Rings make your fingers look great! |
Ebonypython the steel dagger (14-18 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 13.5 - 17.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +12.0% Attack Speed 100% While equipped: offense ------ Physical Crit +3.0% Ignore resists +15% physical Accuracy +8 (+2 eff.) defense ------ Defense +7 (+1 eff.) Resistance +6% darkness Physical save +3 (+2 eff.) Disarm Resist +26% Sharp, short and deadly. |
Harodedin the Galemistress (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 nature +4 lightning On-crit, radius 2 +8 cold While equipped: Stats +2 Con offense ------ Physical Power +7 (+4 eff.) Ignore resists +5% physical Accuracy +8 (+2 eff.) defense ------ Defense +6 (+1 eff.) Resistance +6% lightning Disarm Resist +36% Sharp, short and deadly. |
dwarven-steel dagger of evisceration (18-24 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Crit: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +5.0% Physical Power +7 (+4 eff.) Sharp, short and deadly. |
mossy mindstar 'Abysssun' (3-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +16 fire While equipped: Stats +4 Mag +2 Con offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Physical save +3 (+2 eff.) Spell save +3 (+1 eff.) Mind save +3 (+1 eff.) other ------- Equi when Hit +0.60 Light +2 Infravision +1 Talents +1 Attune Mindstar 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. |
Frigidraven1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +10% cold defense ------ Resistance +7% lightning +6% temporal Crit Resistance 5.00% Mind save +9 (+4 eff.) Stun Resist +10% Knockbk Resist +20% A belt that goes around your waist. |
Rholdil the Wildtooth1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 42% defense ------ Resistance +6% lightning +5% temporal +3% blight Crit Resistance 15.00% Life Regen +2.00 Poison Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
rough leather belt 'Hellgrind'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% blight Ignore resists +10% blight +15% fire When Hit 2 fire defense ------ Resistance +5% arcane +3% fire Life +30.00 A belt that goes around your waist. |
rough leather belt 'Xurina'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +3% nature +15% fire Physical save +3 (+2 eff.) Mind save +3 (+1 eff.) Life +52.00 other ------- See Invis +12 A belt that goes around your waist. |
Eilinubeth the Oozestriker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Critical power +5.00% defense ------ Defense +1 (+0 eff.) Resistance +6% nature other ------- Stamina/turn +2.00 Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Falarahor the Shimmerdash (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +5% Spellpower/crit +8 Damage +6% lightning +12% mind +18% blight Ignore resists +5% lightning When Hit 2 blight defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvuldakira the Abyssmortal (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +3% mind +3% darkness Ignore resists +20% mind +5% fire Accuracy +4 (+1 eff.) Ignore Armor +3 When Hit 2 fire defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Voryriavea' (21 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex offense ------ Mind Crit +2% Physical Power +5 (+3 eff.) Accuracy +15 (+4 eff.) defense ------ Defense +21 (+5 eff.) Resistance +2% physical Physical save +6 (+3 eff.) other ------- Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of nature (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +10% nature defense ------ Resistance +15% nature +9% all other ------- Mana/turn +0.13 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of lightning (+18%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +12% lightning defense ------ Resistance +18% lightning +7% all Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Camivor the Duathelstriker (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% darkness On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Resistance +5% lightning +5% temporal +3% mind Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
Layeralle (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +2% Resistance +5% fire +9% mind +7% cold other ------- Infravision +3 See Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blightbringer's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: Stats +4 Mag offense ------ Spellpower +4 (+2 eff.) Damage +6% acid +6% blight defense ------ Armor +1 Disease Resist +22% other ------- Stamina/turn +0.30 Max stamina +14.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
steady iron gauntlets of strength (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +5 (+3 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +1 Fatigue +1% Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% Unarmed combat: Weapon Damage 13.5 - 18.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Starwake (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +9 Dex +8 Mag +2 Wil +2 Cun defense ------ Armor +3 Fatigue +3% Resistance +13% darkness other ------- Light +2 Infravision +4 A cap made of leather. |
miner's rough leather cap of strength (+3) (0 def, 2 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +2 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
shielding linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% darkness defense ------ Defense +1 (+0 eff.) Resistance +15% darkness Spell save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
6 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. |
467 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. |
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. |
Isaleba the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Wil offense ------ Critical power +10.00% Damage +9% physical Accuracy +5 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Yvyyatha the Dimspire (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex offense ------ Damage +6% physical Ignore resists +10% darkness +10% physical Ignore Armor +6 other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Dairezor' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Physical Power +4 (+2 eff.) Move Speed +10% defense ------ Resistance +3% cold Unlife -80.00 life Cut Resist +10% Knockbk Resist +10% other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
brass lantern 'Breezemoon'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str +2 Mag +2 Con offense ------ On-Hit (Melee): * 10% chance to reduce armor by 27% defense ------ Life +40.00 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
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. |
Hellswither [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +12% nature On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% light +12% fire Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Oakcut' [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +15% lightning defense ------ Resistance +6% nature Sting an enemy dealing 151 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Bethoma [power 160] (15 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: defense ------ Resistance +6% lightning +5% arcane Life +20.00 Confus Resist +20% other ------- Wards +3 mind +3 fire +3 nature +2 darkness Talents +1 Ward Fire a magical bolt dealing 160 acid damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
4 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Meionin the Doomelf Shadowblade level 12
49th Haze 122nd year of Ascendancy at 07:22 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Meionin the Doomelf Shadowblade level 6
1st Mirth 122nd year of Ascendancy at 06:44 see stats
I'm a cool hero (Insane (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Meionin the Doomelf Shadowblade level 19
32nd Regrowth 123rd year of Ascendancy at 14:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Meionin the Doomelf Shadowblade level 10
3rd Haze 122nd year of Ascendancy at 16:42 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Meionin the Doomelf Shadowblade level 20
35th Regrowth 123rd year of Ascendancy at 17:15 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Meionin the Doomelf Shadowblade level 10
4th Haze 122nd year of Ascendancy at 08:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Meionin the Doomelf Shadowblade level 10
6th Haze 122nd year of Ascendancy at 05:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Meionin the Doomelf Shadowblade level 16
1st Regrowth 123rd year of Ascendancy at 20:55 see stats
Log
Melee retaliation hits Meionin for 0 arcane, 0 arcane (0 total damage).
Meionin hits Aerulle the anaconda for (6 blocked), 0 temporal, (12 blocked), 0 physical, (5 blocked), 0 temporal, (5 blocked), 0 darkness, (5 blocked), 0 fire, (25 blocked), 0 darkness, (2 blocked), 0 physical, (5 blocked), 0 darkness, (5 blocked), 0 fire, (25 blocked), 0 darkness (0 total damage).
Aerulle the anaconda uses Shield Pummel.
Meionin reacts to an attack from Aerulle the anaconda, mitigating the blow!.
Meionin starts to bleed.
Meionin is on fire!
Aerulle the anaconda misses Meionin.
Aerulle the anaconda hits Meionin for (91 reacted , -5 stam), 173 physical, 4 nature, 10 acid, 19 fire, 0 arcane, 4 nature (211 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Meionin uses Tumble.
Meionin uses Infusion: Movement.
Meionin is moving at extreme speed!
Talent Stealth is ready to use.
Bleeding from Aerulle the anaconda hits Meionin for 26 physical damage.
Burning from Aerulle the anaconda hits Meionin for 6 fire damage.
Meionin activates Stealth.
Meionin slows down.
Ran for 3 turns (stop reason: hostile spotted to the south (Aerulle the anaconda)).
Bleeding from Aerulle the anaconda hits Meionin for 26 physical damage.
Burning from Aerulle the anaconda hits Meionin for 6 fire damage.
Aerulle the anaconda uses Shattering Shout.
Meionin reacts to damage from Aerulle the anaconda, mitigating the blow!.
Aerulle the anaconda hits Meionin for (65 reacted , -5 stam), 124 physical (124 total damage).
Meionin the level 20 doomelf shadowblade was smashed to death by Aerulle the anaconda on level 1 of The Maze.












































































































