











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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. Items Vault 1.7.0Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. 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. Extended Auto-use 1.1.5Adds additional options to talent auto-use |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Mindslayer |
| Level / Exp | 15 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by bloated ooze at level 15 on the 37th Dusk 122nd year of Ascendancy at 21:35 / 1 |
Primary Stats
| Strength | 15 (base 11) |
| Dexterity | 18 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 49 (base 40) |
| Cunning | 43 (base 30) |
Resources
| Life | -5/447 |
| Equilibrium | 10 |
| Psi | 46/149 |
| Healing Factor | 1.094804467222 |
| Regeneration | 4.6529189856936 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 31.388749514228 |
| See Invisible | 31.388749514228 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 28 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 7 |
| Accuracy | 28 |
| Crit Chance | 14% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Temporal | +3% |
| All | 0% |
| Cold | +18% |
| Nature | +5% |
Offense: Damage Penetration
| Cold | +32% |
| Lightning | +10% |
| Mind | +15% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 8 (35.65183292883%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 31 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 27%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 10%( 70%) |
| Temporal | + 12%( 70%) |
| Darkness | + 13%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 15% |
| Poison Resistance | 20% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 127 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
Escort the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest) | active |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved talent Mind Sear (+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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 within6 lumberjacks have died. | done |
Equipment
| Psionic focus | Scorpionpyre the iron greatmaul (123% power, 1 apr)Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 Power: 123% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +9 darkness Damage (radius 2) on crit: +8 nature Damage against: +9% Living When wielded/worn: Changes resistances: +6% blight / +3% cold / +3% lightning Massive two-handed mauls. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 107% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +6 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 | Ivyta the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% acid / +15% cold Changes damage: +10% cold Spell save: +6 (+3 eff.) Confusion immunity: +20% Life regen: +4.00 Maximum psi: +10.00 A pointy cloth hat, very wizardly... |
| On feet | Scabnaught (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 52% Damage when hit (Melee): 2 arcane Changes resistances penetration: +10% temporal Changes damage: +3% temporal Maximum encumbrance: +21 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
| Tool | focusing ash totem of healing [power 182] (6/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | SilathaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Mag / +1 Cun / +10 Con Changes resistances penetration: +15% mind Spell save: +13 (+7 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
| On fingers | Beletha the NimbuswarPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +6 (+3 eff.) Changes stats: +2 Str / +5 Dex / +4 Mag / +4 Wil / +5 Cun Changes resistances penetration: +10% lightning Changes damage: +9% lightning Reduces incoming crit damage: 5.00% Spellpower: +12 (+6 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | warrior's copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% physical Stamina each turn: +0.20 Amulets make your neck look great! |
| In main hand | Mayildavea the Burnshaper (114% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 114% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +4 fire When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 13 Changes resistances: +3% fire Sharp, long, and deadly. |
| Around waist | UnlightseamInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +6% darkness / +3% cold Changes resistances penetration: +25% cold Maximum life: +33.00 A belt that goes around your waist. |
| In off hand | elemental iron dagger of paradox (113% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 113% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 34 cold damage (1/turn) Damage (Melee): +6 temporal When wielded/worn: Changes resistances: +5% temporal Changes resistances penetration: +7% cold Changes damage: +8% cold Sharp, short and deadly. |
| Cloak | resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe 'Xanakira' (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Changes resistances: +6% blight / +7% all Physical save: +15 (+8 eff.) Spell save: +3 (+2 eff.) Maximum life: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 138; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 502%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 502% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 121; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to 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 psychic (res 25%; mental; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 mental effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to 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 sneak (res 25%; mental; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to 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 wizard (res 18%; physical; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper amulet 'Islykira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% blight / +6% fire / +6% mind Amulets make your neck look great! |
grounding copper amulet of mastery (0.13 Psionic / Focus)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.13 Psionic / Focus Stun/Freeze immunity: +21% Amulets make your neck look great! |
serendipitous copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+3 eff.) Changes stats: +7 Lck Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
BloombreakerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning / +3% nature Changes resistances penetration: +5% darkness Changes damage: +11% lightning / +9% nature Rings make your fingers look great! |
CamohorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Dex Changes resistances: +27% fire Changes damage: +12% fire Poison immunity: +20% Knockback immunity: +20% Only die when reaching: -20.00 life Maximum life: +40.00 Rings make your fingers look great! |
enhanced steel dagger of massacre (127% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 127% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +5 Dex / +3 Mag / +4 Wil / +4 Cun / +5 Con Sharp, short and deadly. |
iron dagger of paradox (112% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 112% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 temporal When wielded/worn: Changes resistances: +6% temporal Sharp, short and deadly. |
flaming iron greatmaul (129% power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 130% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (radius 1) on hit: +9 fire Massive two-handed mauls. |
iron greatmaul of erosion (128% power, 1 apr)Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 128% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +9 nature Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Rhidur the Glintqueen (124% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 124% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 23% On weapon crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 light Damage (radius 1) on hit: +4 light / +4 acid When wielded/worn: Physical crit. chance: +10.0% Physical power: +9 (+5 eff.) Changes stats: +2 Cun / +1 Str Changes resistances penetration: +15% acid Massive two-handed swords. |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
acidic iron mace (118% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 Blunt and deadly. |
steel mace 'Betomilaith' (132% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 132% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Physical crit. chance: +7.0% Physical power: +8 (+4 eff.) Changes resistances: +3% light / +6% fire Changes resistances penetration: +7% physical Mental save: +3 (+1 eff.) Mindpower: +5 (+2 eff.) Blunt and deadly. |
Kor's Fall (113% power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 113% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+4 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 82.67 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (165). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
EmebethInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +1 Dex Changes resistances: +2% physical Changes resistances penetration: +5% physical Life regen: +0.90 Healing mod.: +12% A belt that goes around your waist. |
InfernosunCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Damage when hit (Melee): 2 mind Changes resistances: +3% mind Changes resistances penetration: +5% fire Changes damage: +9% fire Stealth bonus: +6 A belt that goes around your waist. |
nightruned rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% darkness Mental save: +5 (+2 eff.) Spellpower: +3 (+2 eff.) A belt that goes around your waist. |
Amorek (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +8 Wil Changes resistances: +5% arcane Physical save: +6 (+3 eff.) Spellpower: +10 (+5 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 'Glaresweeper' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +15% darkness / +5% mind / +5% light Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sleetravager (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +18% acid / +7% all Changes damage: +12% acid Psi when hit: +0.08 Mindpower: +20 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Mental save: +15 (+7 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tulutogund (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 6 nature Changes stats: +3 Con Changes resistances: +3% acid / +6% nature / +5% arcane Changes damage: +4% nature When used to modify unarmed attacks: Power: 118% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +5 nature Metal gloves protecting the hands up to the middle of the lower arm. |
cinder iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 fire Changes resistances: +6% fire Changes damage: +3% fire When used to modify unarmed attacks: Power: 116% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +6 fire Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Rainquell' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 52% Damage (Melee): 7 acid Changes resistances: +6% acid Changes resistances penetration: +15% lightning / +15% nature Changes damage: +5% acid When used to modify unarmed attacks: Power: 127% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +6 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Anarethad the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +3 Cun / +1 Mag Reduces incoming crit damage: 5.00% Infravision radius: +1 A cap made of leather. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Scorchclash the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +3% fire / +5% nature / +9% cold Critical mult.: +15.00% Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 Mindpower: +5 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Emarinn' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Changes stats: +1 Str / +2 Dex / +2 Cun Changes resistances: +3% blight Changes resistances penetration: +15% blight Changes damage: +3% blight Maximum psi: +30.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Quenchtrail' (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +25 (+12 eff.) Damage when hit (Melee): 8 physical Changes stats: +1 Str / +1 Dex Changes resistances: +11% nature Changes resistances penetration: +15% cold Changes damage: +6% nature Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
preserving brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil / +1 Con Changes resistances: +6% blight Changes damage: +5% mind Life regen: +1.00 Light radius: +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 FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Brightveil the steel torque of mindblast [power 150] (6/13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +9% fire It can be used to blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 1. * Increase all damage by 10% for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Rotlady [power 116] (6/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 52% Changes resistances: +3% temporal Changes resistances penetration: +10% nature Changes damage: +3% temporal It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +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 beam brigade the Thalore Mindslayer level 10
4th Flare 122nd year of Ascendancy at 09:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By beam brigade the Thalore Mindslayer level 10
4th Flare 122nd year of Ascendancy at 09:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By beam brigade the Thalore Mindslayer level 10
9th Flare 122nd year of Ascendancy at 23:42 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By beam brigade the Thalore Mindslayer level 13
27th Dusk 122nd year of Ascendancy at 03:16 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By beam brigade the Thalore Mindslayer level 14
36th Dusk 122nd year of Ascendancy at 10:48 see stats
Log
Belaganor the dire wolf misses beam brigade.
Beam brigade is no longer glinting.
The flow of energy from Beam brigade's gem ceases.
beam brigade HEALS from nature damage!
Belaganor the dire wolf shares damage with his oozes!
Beam brigade's Beyond the Flesh hits Bethuda the giant lightning ant for 14 physical, 4 darkness (18 total damage).
Melee retaliation hits Belaganor the dire wolf for 0 arcane, 0 darkness (1 total damage).
Poison from Bloated ooze hits beam brigade for (26 to psi shield), 38 nature, 21 healing (38 total damage) [21 healing].
Belaganor the dire wolf hits beam brigade for 49 mind damage.
Numbing Poison from Belaganor the dire wolf hits Bethoba, the lost defiler for 10 nature damage.
Spydric Poison from Belaganor the dire wolf hits beam brigade for (3 to psi shield), 5 nature, 3 healing (5 total damage) [3 healing].
LIFE LOST WARNING!
Beam brigade performs a telekinetically enhanced leap!
Bethoba, the lost defiler says: 'Help! Belaganor the dire wolf to the south!'
Bethuda the giant lightning ant uses Lightning Speed.
Bethuda the giant lightning ant turns into pure lightning!
Belaganor the dire wolf shoves Bloated ooze aside.
Bethuda the giant lightning ant is back to normal.
Beam brigade speeds up.
Talent Realign is ready to use.
Talent Telekinetic Grasp is ready to use.
Talent Track is ready to use.
Talent Mind Sear is ready to use.
Talent Mindlash is ready to use.
beam brigade HEALS from nature damage!
Bethuda the giant lightning ant hits Bethoba, the lost defiler for 58 physical, 4 lightning (62 total damage).
Poison from Bloated ooze hits beam brigade for (26 to psi shield), 38 nature (38 total damage).
Spydric Poison from Belaganor the dire wolf hits beam brigade for (3 to psi shield), 5 nature, 3 healing (5 total damage) [3 healing].
beam brigade the level 15 thalore mindslayer was naturalised to death by a bloated ooze on level 2 of Old Forest.





















































































