












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Shalore |
| Class | Skirmisher |
| Level / Exp | 21 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Adussra the ghast at level 20 on the 3rd Allure 123rd year of Ascendancy at 20:06 / 2Killed by Porivea the blue jelly at level 20 on the 8th Allure 123rd year of Ascendancy at 05:34 |
Primary Stats
| Strength | 14 (base 12) |
| Dexterity | 58 (base 50) |
| Constitution | 19 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 21 (base 11) |
| Cunning | 53 (base 42) |
Resources
| Life | 529/529 |
| Stamina | 152/152 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 12.041950483672 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +97.014433511562% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 38.571311566212 |
| See Invisible | 38.571311566212 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 50 |
| Crit Chance | 33% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Physical | +48% |
| Cold | +13% |
| All | 0% |
| Lightning | +6% |
| Light | +14% |
| Temporal | +5% |
| Mind | +6% |
| Fire | +15% |
| Nature | +3% |
Offense: Damage Penetration
| Lightning | +5% |
| Temporal | +6% |
| Mind | +20% |
| Physical | +7% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 25.719009130622 (47.431709976583%) |
| Defense | 41 |
| Ranged Defense | 46 |
| Fatigue | 20 |
| Physical Save | 31 |
| Spell Save | 25 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 47%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 17%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 84% |
| Silence Resistance | 26% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 41% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 618% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Insidious Poison |
| talent | Trained Reactions |
| talent | Pace Yourself |
| talent | Secrets of the Eternals |
| talent | Numbing Poison |
| talent | Apply Poison |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You 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 lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed warg claw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed honey tree root. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 green worm. * You've found the needed chunk of ghoul flesh. * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' | 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 within11 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Silence- +26% Confus- +21% Stun/Frz- +22% A pair of boots made of leather. |
| Quiver | Brightbright (18/18, 135% power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master Power 135% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +17.5% Capacity 18 Proj.spd +200% On Hit.r1 +8 light On Hit: * 20 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 98 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Rimespire the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% cold Melee Ret 2 fire ----- def ----- Resists +18% cold +3% fire Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| On hands | Geriwen the Boltvile (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +3% acid Res.pen +5% lightning ----- def ----- Armour +1 Crit.chn- 5.00% Stun/Frz- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eluvea (dig speed 19 turns)3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str +2 Wil dps ---------- Dmg.mod +6% mind +6% fire Res.pen +20% mind ----- def ----- Armour +4 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +60.00 HP.reg +4.00 Confus- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | titan's steel ring of the mountain (+10%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+8 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | halfling cured leather sling of enduring4.0 T2 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +6 Con +7 Wil dps ---------- Dmg.mod +11% physical ----- def ----- Max.HP +21.00 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt 'Tundrabreak'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% cold ----- def ----- Resists +6% cold Phys.save +5 (+3 eff.) Spell.save +3 (+1 eff.) Die.at -40.00 life Stun/Frz- +20% ---------- misc Max.hate +2.00 A belt that goes around your waist. |
| In off hand | Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 100% Str Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+6 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
| Cloak | linen cloak 'Stormmight' (1 def, 2 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% lightning +12% physical Apr +2 ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +2% physical Mind.save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Splendourwyrd the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +6% acid +15% physical +14% light +9% fire +5% temporal +7% cold Res.pen +6% temporal +7% physical ----- def ----- Resists +14% acid +13% physical +36% light +18% cold +13% fire +9% all Anom.red +9 ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
shielding rune of the duelist (absorb 252; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 252 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 239; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 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 239 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +23% Knockbk- +21% Amulets make your neck look great! |
Tainttreason0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Resists +3% cold +6% physical +5% arcane +10% mind Spell.save +6 (+3 eff.) Confus- +20% ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Silulrawen'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +3 Dex +3 Con dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +18 (+12 eff.) Mind.pwr +9 (+5 eff.) Dmg.mod +11% acid +5% all Acc +10 (+3 eff.) ----- def ----- Resists +22% acid Spell.save +12 (+6 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
Zubalaith the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Mag +10 Cun dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +12 (+9 eff.) Mind.pwr +7 (+4 eff.) Res.pen +25% mind +10% blight Acc +5 (+2 eff.) Rings make your fingers look great! |
balanced steel greatmaul of phasing (135% power, 16 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 136% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +16 Crit +1.0% Atk.spd 100% Phasing +16% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +36% Massive two-handed mauls. |
hateful steel greatmaul (135% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Psionic Power 135% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 darkness Against +10% Living Massive two-handed mauls. |
Scumsting the steel longsword (105% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Psionic Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Armour +6 Defense +10 (+4 eff.) Resists +9% nature Mind.save +6 (+3 eff.) Sharp, long, and deadly. |
storming quiver of ash arrows of accuracy (24/24, 125% power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 125% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +7 Crit +1.5% Capacity 24 Ranged+ +17 lightning On Crit.r2 +11 lightning Arrows are used with bows to pierce your foes to death. |
icy steel shield of purity (0 def, 4 armour, 113% power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 113% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: dps ---------- Melee+ 7 cold Melee Ret 4 ice ----- def ----- Armour +4 Fatigue +8% Resists +11% nature +11% blight ---------- misc Talents +1 Block Handheld deflection devices. |
focusing Rags of the Sanctuary of frost (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +7% all +18% cold ---------- misc Mana/turn +0.11 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of the mind (+10%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +10% mind ----- def ----- Resists +10% mind +13% all Spell.save +19 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 21 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 40.57 to 121.71 lightning damage (81.14 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
Glulrayabeth (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Mag ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +26.00 Heal.mod +20% Poison- +20% ---------- misc Infravis +3 A suit of armour made of mail. |
dwarven-steel mail armour 'Morningmalice' (18 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Armour +8 Defense +18 (+6 eff.) Fatigue +12% Resists +20% fire Phys.save +6 (+3 eff.) HP.reg +2.00 Knockbk- +20% A suit of armour made of mail. |
dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +5% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's rough leather belt1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag ---------- misc Mana/turn +0.10 Max.mana +23.00 A belt that goes around your waist. |
Malovon the Flamepeal (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) Dmg.mod +3% acid +9% fire ----- def ----- Defense +1 (+1 eff.) Resists +12% acid ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+3 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 (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Healpython (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +25% lightning +7% physical Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +3 Resists +6% light +3% lightning ---------- misc Light +3 Blindside: Puts all charms on 21 cooldown Level 3.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of iron boots of phasing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 21 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xanuyann the Sootvalor (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% arcane +3% mind +9% darkness Res.pen +20% darkness Melee Ret 6 arcane ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
9 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. |
8 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. |
8 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. |
8 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. |
5 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. |
6 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. |
3 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. |
249 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. |
Bethaldatira the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +5 Mag dps ---------- Spell.pwr +5 (+5 eff.) Dmg.mod +6% nature +9% blight ----- def ----- Resists +11% nature +6% acid ---------- misc Max.mana +60.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
elven-wood wand of conjuration 'Skyreek' [power 260] (13 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +10% arcane +5% lightning ----- def ----- Resists +6% lightning Fire a magical bolt dealing 299 fire damage Puts all charms on 13 cooldown 100% to increase all damage by 17% for 2 turns. 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By AgentK the Shalore Skirmisher level 10
2nd Flare 122nd year of Ascendancy at 03:11 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By AgentK the Shalore Skirmisher level 10
2nd Flare 122nd year of Ascendancy at 03:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By AgentK the Shalore Skirmisher level 20
3rd Allure 123rd year of Ascendancy at 10:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By AgentK the Shalore Skirmisher level 10
29th Haze 122nd year of Ascendancy at 19:27 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By AgentK the Shalore Skirmisher level 18
80th Haze 122nd year of Ascendancy at 13:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By AgentK the Shalore Skirmisher level 21
8th Allure 123rd year of Ascendancy at 20:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By AgentK the Shalore Skirmisher level 15
51st Haze 122nd year of Ascendancy at 14:23 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By AgentK the Shalore Skirmisher level 20
8th Allure 123rd year of Ascendancy at 05:34 see stats
Log
Talent Swift Shot is ready to use.
Talent Hurricane Shot is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Resting starts...
Talent Bash and Smash is ready to use.
The unstable sand tunnel collapses!
Talent Kneecapper is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
AgentK uses Track.
Resting starts...
Talent Track is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
AgentK uses Track.
Resting starts...
Talent Track is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
AgentK uses Track.
Resting starts...
Talent Track is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).


























































































