











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 | 23 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by Emykira the golem at level 23 on the 45th Pyre 123rd year of Ascendancy at 10:24 / 1 |
Primary Stats
| Strength | 27 (base 12) |
| Dexterity | 65 (base 53) |
| Constitution | 12 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 22 (base 11) |
| Cunning | 58 (base 45) |
Resources
| Life | -10/428 |
| Stamina | 174/236 |
| Healing Factor | 1.2191526171257 |
| Regeneration | 3.9622460056586 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 40.043810120534 |
| See Invisible | 40.043810120534 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 58 |
| Crit Chance | 27% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +23% |
| Light | +13% |
| Temporal | +6% |
| Physical | +14% |
| Arcane | +4% |
| Mind | +11% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Darkness | +31% |
| Light | +30% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 52 (48.594633868923%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 12 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 12%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 22%( 70%) |
| Darkness | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 91% |
| Bleed Resistance | 10% |
| Disarm Resistance | 20% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 237 damage for 3 turns. Its effects scale with your Cunning stat. |
| 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 809% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 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 |
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 failed to protect the injured seer from death by Salytha the forest troll. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+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 Horned Horror. * 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. * 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 the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed bloated horror heart. * You've found the needed green worm. 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 orc heart. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed snow giant kidney. * You've found the needed honey tree root. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Glikira' (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Dex dps ---------- Crit.mult +20.00% Res.pen +10% physical ----- def ----- Armour +7 ---------- misc Hate/m.crit +2.00 Max.stam +10.00 Infravis +2 A pair of boots made of leather. |
| Quiver | Adovena (19/19, 165% power, 6 apr)3.0 T5 shot ammo [Random Unique] Nature/Disrupt/Psionic Power 165% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 19 Ranged+ +8 acid +36 physical +15 nature On Hit.r1 +20 mind +12 acid On Hit: * 20% chance to knock the target back 3 spaces and deal 132 physical damage On Crit: * Deals 57 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Elemina the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +3 Cun +1 Con dps ---------- Crit.mult +5.00% Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +2% physical Disease- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Duathelspar the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 6 arcane 7 temporal Ranged+ 9 temporal Dmg.mod +6% temporal +4% arcane +6% darkness Res.pen +20% darkness +5% light ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane +7% temporal Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 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. |
| Tool | Lustreravager [power 270] (9/13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Str +3 Dex +1 Wil +1 Con dps ---------- Res.pen +25% light Blast the opponent's mind dealing 300 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Lightburst the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Crit.chn- 15.00% HP.reg +2.00 Heal.mod +10% Cut- +10% Silence- +10% Stun/Frz- +43% Rings make your fingers look great! |
| On fingers | warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
| Around neck | grounding steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +13% lightning Stun/Frz- +26% Amulets make your neck look great! |
| In main hand | Tidebane the hardened leather sling4.0 T3 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +6% mind On Hit (Ranged): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +3% cold ---------- misc Max.stam +30.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Bethewyn (0 def, 19 armour, 112% power, 80.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 112% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +80 While equipped: ----- def ----- Armour +19 Fatigue +8% Resists +20% lightning Disarm- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | elven-silk cloak 'Lisena' (23 def, 0 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +4 (+2 eff.) Dmg.mod +17% darkness +9% physical Res.pen +11% darkness Melee Ret 4 physical ----- def ----- Defense +23 (+6 eff.) Fatigue -4% Resists +21% darkness Phys.save +13 (+6 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 38.00 to 47.50 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
healing infusion of the duelist (heal 186; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; magical; dur 2; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 30%; magical; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 28%; physical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the titan (absorb 215; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 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 215 damage for 4 turns. Its effects scale with your Constitution 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 |
Noonwend0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +5% light Melee Ret 4 fire ----- def ----- Heal.mod +10% Cut- +50% Heal: Puts all charms on 29 cooldown Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 206 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Shadowravage0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical Res.pen +15% darkness ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +6% darkness +3% nature Res.Cap +3% all Phys.save +10 (+5 eff.) Blind- +18% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Dawnwild'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +2 Mag +2 Cun dps ---------- Dmg.mod +6% light ----- def ----- HP.reg +2.00 Stun/Frz- +25% ---------- misc Infravis +1 Rings make your fingers look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Lisena the Nimbusripper0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning +6% acid Res.pen +15% lightning +10% acid Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Resists +22% lightning Phys.save +4 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 57.81 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
cured leather sling of enduring4.0 T2 sling 1H weapon [Ego+] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +21.00 Slings are used to hurl stones or metal shots at your foes. |
enhanced cured leather sling4.0 T2 sling 1H weapon [Ego+] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +5 Str +4 Dex +5 Mag +3 Wil +4 Cun +5 Con Slings are used to hurl stones or metal shots at your foes. |
fungal hardened leather sling4.0 T3 sling 1H weapon [Ego] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +5 Con ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 90 life over 5 turns Puts all charms on 17 cooldown Slings are used to hurl stones or metal shots at your foes. |
Rainpall (17/17, 151% power, 3 apr)3.0 T3 shot ammo [Random Unique] Arcane/Master Power 152% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +5.0% Capacity 17 Ranged+ +30 cold On Hit.r1 +8 darkness On Crit.r2 +4 cold Shots are used with slings to pummel your foes to death. |
stormwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +8% lightning +9% physical +9% cold ----- def ----- Resists +7% lightning +6% cold +5% blight +9% all Max.HP +40.00 HP.reg +1.80 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt 'Galereaper'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Crit.mult +15.00% S.pwr/crit +4 Res.pen +10% lightning Melee Ret 4 acid ----- def ----- Resists +21% lightning ---------- misc Mana/turn +0.16 Max.mana +25.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Elenaharalin the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Dex +5 Mag dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Resists +15% fire Spell.save +5 (+5 eff.) Die.at -60.00 life Poison- +20% ---------- misc Size +1 A belt that goes around your waist. |
Winterpulverizer the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Acc +30 (+7 eff.) Melee Ret 4 cold ----- def ----- Defense +1 (+1 eff.) Resists +2% physical Phys.save +6 (+3 eff.) Die.at -40.00 life Max.HP +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Barumandur' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Mind.crit +2% Spell.pwr +4 (+1 eff.) Dmg.mod +3% temporal Melee Ret 2 temporal ----- def ----- Armour +1 Spell.save +3 (+3 eff.) Mind.save +9 (+4 eff.) A pair of boots made of leather. |
hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 8 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +4% arcane 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. |
brawler's iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Dex +2 Cun ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 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. |
umbral iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 darkness Dmg.mod +3% darkness +3% arcane ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness 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. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
shielding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+6 eff.) A pointy cloth hat, very wizardly... |
7 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
4 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. |
2 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. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
109 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. |
brass lantern 'Sulfurwasp'2.0 T1 lite [Rare] Master While equipped: Stats +3 Mag +1 Cun +3 Con dps ---------- Dmg.mod +3% light ----- def ----- Resists +6% nature ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Lightlord1.0 T3 lite [Rare] Master While equipped: Stats +3 Cun +4 Mag ----- def ----- Resists +9% light +9% cold Crit.chn- 5.00% ---------- misc Light +8 See.Invis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Agent K the Shalore Skirmisher level 14
32nd Haze 122nd year of Ascendancy at 00:51 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Agent K the Shalore Skirmisher level 23
3rd Pyre 123rd year of Ascendancy at 17:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Agent K the Shalore Skirmisher level 10
16th Haze 122nd year of Ascendancy at 11:51 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Agent K the Shalore Skirmisher level 20
38th Regrowth 123rd year of Ascendancy at 15:01 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Agent K the Shalore Skirmisher level 23
8th Pyre 123rd year of Ascendancy at 03:09 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Agent K the Shalore Skirmisher level 23
18th Pyre 123rd year of Ascendancy at 08:48 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Agent K the Shalore Skirmisher level 21
64th Regrowth 123rd year of Ascendancy at 15:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Agent K the Shalore Skirmisher level 12
19th Haze 122nd year of Ascendancy at 22:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Agent K the Shalore Skirmisher level 17
3rd Decay 122nd year of Ascendancy at 13:38 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Agent K the Shalore Skirmisher level 22
66th Regrowth 123rd year of Ascendancy at 11:41 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Agent K the Shalore Skirmisher level 16
55th Haze 122nd year of Ascendancy at 22:52 see stats
Log
The shield around Agent K crumbles.
Agent K vanishes from sight.
Agent K deactivates Secrets of the Eternals.
Agent K is encased in ice!
Agent K is recovering from the damage!
Something hits Agent K for (25 flat reduction), (81 to ice), 122 fire (122 total damage).
Something hits Agent K for (25 flat reduction), (24 reacted , -3 stam), (2 absorbed), 140 cold (140 total damage).
Something hits Agent K for (25 flat reduction), (72 to ice), 109 lightning (109 total damage).
Agent K casts Rune: Shatter Afflictions.
Agent K recovers sight.
Agent K is no longer blood locked.
A shield forms around Agent K.
Agent K uses Evasion.
Agent K tries to evade attacks.
Agent K uses Infusion: Regeneration.
Agent K starts regenerating health quickly.
Emykira the golem casts Soul Rot.
Emykira the golem's spell attains critical power!
Your shield crumbles under the damage!
The shield around Agent K crumbles.
Emykira the golem's Soul Rot hits Agent K for (25 flat reduction), (100 absorbed), (52 to ice), 78 blight (78 total damage).
Adynne the broken golem uses Knockback.
Agent K evades Adynne the broken golem.
Emykira the golem casts Drain.
Emykira the golem hits Agent K for (25 flat reduction), (52 to ice), 78 blight (78 total damage).
Overkill hits Golem for (6 absorbed), 0 blight (0 total damage).
Overkill hits Adynne the broken golem for 7 blight damage.
Overkill hits Xaneyata the alchemist golem for (7 turned into osmosis), 7 blight (7 total damage).
Agent K the level 23 shalore skirmisher was infected to death by Emykira the golem on level 1 of Golem Graveyard.


































































































