












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 | 19 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by Xeretha the dredge captain at level 19 on the 34th Haze 122nd year of Ascendancy at 21:55 / 1 |
Primary Stats
| Strength | 13 (base 12) |
| Dexterity | 48 (base 47) |
| Constitution | 25 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 18 (base 11) |
| Cunning | 37 (base 36) |
Resources
| Life | -84/491 |
| Stamina | 77/204 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 4.7792007534318 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 33.020402716974 |
| See Invisible | 33.020402716974 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 59 |
| Crit Chance | 30% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Lightning | +20% |
| Physical | +7% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| All | 0% |
| Physical | +35% |
| Cold | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 23 (40%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 3 |
| Physical Save | 19 |
| Spell Save | 13 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 13%( 70%) |
| Cold | + 32%( 70%) |
| Physical | + 9%( 70%) |
| Fire | + 18%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 42% |
| Confusion Resistance | 20% |
| Poison Resistance | 10% |
| Disarm Resistance | 22% |
| Teleport Resistance | 10% |
| Silence Resistance | 43% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 64% |
Inscriptions (3/3)
| 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: 22 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 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| 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 477% 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. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 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 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' 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 green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' 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 bloated horror heart. * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Silence- +23% Confus- +20% Stun/Frz- +20% A pair of boots made of leather. |
| Quiver | Ce'Nolerin the pouch of steel shots (19/19, 125% power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master/Psionic Power 125% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +6.5% Capacity 19 Proj.spd +200% Ranged+ +9 physical On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 98 physical damage * 20% chance to knock the target back 3 spaces and deal 99 physical damage While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Mucusravager'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +15% nature +5% cold Melee Ret 2 nature 4 cold On Hit (Melee): * 20% chance to reduce armor by 17% ---------- misc Light +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 | Nerirawyn the iron helm (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +5% Resists +3% acid +9% fire Disease- +20% Teleport- +10% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | rough leather gloves 'Emelowen' (30 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +7 Defense +30 (+10 eff.) Resists +9% acid +3% fire Poison- +10% Silence- +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 | Layadanor the Suntickler [power 110] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +5 Con dps ---------- Res.pen +5% light ----- def ----- Resists +2% physical Die.at -40.00 life ---------- misc Max.stam +10.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 118 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +4.00 Stun/Frz- +22% Rings make your fingers look great! |
| On fingers | Armofang0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +3% physical Acc +20 (+5 eff.) Apr +1 ----- def ----- Max.HP +23.00 Disarm- +22% Pinning- +23% Knockbk- +24% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
| Around neck | copper amulet of murder0.1 T1 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +11.00% Acc +5 (+2 eff.) Apr +11 Amulets make your neck look great! |
| In main hand | Falygar the cured leather sling4.0 T2 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +15 lightning +8 mind While equipped: Stats +2 Str dps ---------- Mind.crit +3% Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +20% lightning 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 | Dazzleprophet (0 def, 4 armour, 107% power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 107% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +14 cold On Hit.r1 +4 light While equipped: Stats +2 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 137 physical damage over 5 turns (1/turn) * Deals 85 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +9% acid +6% temporal +11% cold Spell.save +3 (+3 eff.) Max.HP +47.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Ivatira' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +2 Wil +1 Con dps ---------- Crit.mult +10.00% Res.pen +15% physical ----- def ----- Defense +1 (+0 eff.) Resists +9% light Mind.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. |
| Main armor | Gavon the Healwreck (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Crit.mult +5.00% Dmg.mod +11% cold Res.pen +20% physical Melee Ret 6 nature ----- def ----- Resists +16% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 136; 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 instantly heal yourself for 136 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. |
blink rune of the duelist (range 5; phase 17; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. 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. |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
warrior's copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Vorewyn the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Crit.mult +10.00% Phys.pwr +7 (+3 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +6 (+3 eff.) ---------- misc Mana/turn +0.08 Rings make your fingers look great! |
copper ring 'Belunne'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +1% physical Spell.save +10 (+8 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
Belarathra0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +3 Wil +4 Cun dps ---------- Mov.spd +12% Acc +7 (+2 eff.) ----- def ----- Armour +6 Defense +7 (+2 eff.) Mind.save +6 (+3 eff.) Blinding Speed: Puts all charms on 33 cooldown Level 2.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
wizard's steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Spell.save +6 (+6 eff.) Rings make your fingers look great! |
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 49.40 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. |
hateful steel dagger (103% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Psionic Power 104% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness Against +6% Living Sharp, short and deadly. |
steel dagger (104% power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Aerita the Festerwilder4.0 T1 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Res.pen +5% all Acc +7 (+2 eff.) Apr +6 ----- def ----- Resists +3% nature +6% lightning Phys.save +9 (+5 eff.) Max.HP +60.00 HP.reg +2.00 Cut- +20% Slings are used to hurl stones or metal shots at your foes. |
mighty rough leather sling of enduring4.0 T1 sling 1H weapon [Ego+] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +1 Str +6 Wil +6 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Max.HP +12.00 Slings are used to hurl stones or metal shots at your foes. |
pouch of iron shots (17/17, 107% power, 1 apr)3.0 T1 shot ammo [Normal] Power 107% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots (19/19, 129% power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 129% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 19 On Crit: * 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. |
slimey pouch of steel shots of accuracy (19/19, 125% power, 2 apr)3.0 T2 shot ammo [Ego] Disrupt/Master Power 126% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 19 On Hit: * 7% chance to slow global speed by 44% Shots are used with slings to pummel your foes to death. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+11 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
focusing elven-silk robe of corrosion (+19%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +13% acid ----- def ----- Resists +19% acid +15% all ---------- misc Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Haledig the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +14 (+4 eff.) Resists +5% arcane Phys.save +9 (+5 eff.) Stealth +5 Die.at -40.00 life Max.HP +60.00 Stun/Frz- +10% A belt that goes around your waist. |
rough leather belt 'Undeathparry'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% fire Res.pen +15% mind Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Spell.save +5 (+5 eff.) ---------- misc Size +1 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. |
linen cloak 'Armedan' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Str +1 Con dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Defense +1 (+0 eff.) Resists +3% acid Spell.save +3 (+3 eff.) Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Elyyawe' (6 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +12% cold +5% arcane +3% temporal Crit.chn- 10.00% Phys.save +6 (+3 eff.) Poison- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorathra the Viperdeath (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +3% mind Res.pen +5% nature ----- def ----- Armour +1 Resists +6% blight Spell.save +6 (+6 eff.) Max.HP +40.00 ---------- misc Psi/ret +0.04 Blink to a nearby random location (rad 7) Puts all charms on 21 cooldown A pair of boots made of leather. |
pair of rough leather boots 'Flashfiend' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% light On Hit (Melee): * 10% chance to reduce armor by 17% * 10% chance to reduce all saves and defense by 18 ----- def ----- Armour +1 Resists +6% fire +6% cold ---------- misc Light +1 A pair of boots made of leather. |
Leliblek the Cystpython (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 6 nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +5 Fatigue +2% Resists +12% lightning +3% light +6% blight +3% cold +6% nature ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sparkfiend (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) Res.pen +5% lightning ----- def ----- Armour +3 Fatigue +2% Resists +3% temporal Phys.save +3 (+2 eff.) Spell.save +12 (+9 eff.) Max.HP +100.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xanubrerin (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag dps ---------- Spell.crit +1% Dmg.mod +3% arcane Res.pen +15% blight Melee Ret 2 arcane ----- def ----- Armour +3 Fatigue +2% Spell.save +3 (+3 eff.) ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Voidquarry' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag +1 Wil +1 Cun +6 Con ----- def ----- Armour +3 Fatigue -3% Resists +6% darkness Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crackleking (0 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Str +1 Dex dps ---------- Melee+ 5 physical Dmg.mod +6% cold +4% physical ----- def ----- Armour +7 Resists +9% lightning 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. |
cinder rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +6% fire 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. |
Blazequake (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun dps ---------- S.pwr/crit +6 Res.pen +15% acid Acc +9 (+3 eff.) Melee Ret 6 blight ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness +12% fire Spell.save +6 (+6 eff.) ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Level 2.6 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
miner's rough leather cap (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
5 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. |
6 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. |
9 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. |
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. |
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. |
156 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. |
Hazerend2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold Melee Ret 4 cold ----- def ----- Resists +6% cold +9% fire ---------- misc Light +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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe 'Umbraquick' (dig speed 40 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Spell.crit +3% Dmg.mod +12% acid +3% blight ----- def ----- Fatigue -5% Resists +3% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature 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. |
iron torque of mindblast 'Yaredemas' [power 110] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Str +3 Dex +1 Cun Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (21 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 96 Armor: 0 All Resist: 0 Puts all charms on 21 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Joe the Shalore Skirmisher level 13
35th Dusk 122nd year of Ascendancy at 08:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Joe the Shalore Skirmisher level 10
19th Dusk 122nd year of Ascendancy at 15:21 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Joe the Shalore Skirmisher level 16
6th Haze 122nd year of Ascendancy at 22:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Joe the Shalore Skirmisher level 9
17th Dusk 122nd year of Ascendancy at 18:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Joe the Shalore Skirmisher level 17
12nd Haze 122nd year of Ascendancy at 02:12 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Joe the Shalore Skirmisher level 16
1st Time of Equilibrium 122nd year of Ascendancy at 03:57 see stats
Log
Joe uses Block.
Shards of metal explode from Joe's shield!
Joe's mind surges with critical power!
Xeretha the dredge captain is frozen to the ground!
Mirror Image (Xeretha the dredge captain) is frozen to the ground!
Mirror Image (Xeretha the dredge captain) starts to bleed.
Phantasmal Shield hits Mirror Image (Xeretha the dredge captain) for 0 light damage.
Phantasmal Shield hits Joe for (40 blocked), (22 flat reduction), 76 light (76 total damage).
Wasting from Xeretha the dredge captain hits Joe for (37 blocked), 0 temporal (0 total damage).
Joe hits Xeretha the dredge captain for 153 cold, 42 physical (195 total damage).
Joe hits Mirror Image (Xeretha the dredge captain) for 0 cold, 0 physical (0 total damage).
Xeretha the dredge captain casts Lightning.
Mirror Image (Xeretha the dredge captain) casts Lightning.
Xeretha the dredge captain hits Joe for (22 flat reduction), 263 lightning (263 total damage).
Mirror Image (Xeretha the dredge captain) hits Joe for (22 flat reduction), 21 lightning (21 total damage).
Bleeding from Joe hits Mirror Image (Xeretha the dredge captain) for 0 physical damage.
Xeretha the dredge captain casts Flame.
Joe is on fire!
Mirror Image (Xeretha the dredge captain) casts Flame.
You feel a surge of power as a powerful creature falls nearby.
Xeretha the dredge captain hits Joe for (22 flat reduction), 98 fire (98 total damage).
Wasting from Xeretha the dredge captain hits Joe for (22 flat reduction), 17 temporal (17 total damage).
Burning from Xeretha the dredge captain hits Joe for (22 flat reduction), 32 fire (32 total damage).
Mirror Image (Xeretha the dredge captain) hits Joe for (22 flat reduction), 4 fire (4 total damage).
Xeretha the dredge captain casts Mirror Image.
Xeretha the dredge captain calms down.
Burning from Xeretha the dredge captain hits Joe for (22 flat reduction), 67 fire (67 total damage).
Joe the level 19 shalore skirmisher was flamed to death by Xeretha the dredge captain on level 1 of The Maze.






















































































