












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 | 17 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Isubeth the gloomy giant venus flytrap at level 17 on the 44th Haze 122nd year of Ascendancy at 05:00 / 1 |
Primary Stats
| Strength | 10 (base 12) |
| Dexterity | 49 (base 44) |
| Constitution | 12 (base 10) |
| Magic | 24 (base 10) |
| Willpower | 20 (base 11) |
| Cunning | 37 (base 33) |
Resources
| Life | -53/301 |
| Stamina | 132/196 |
| Healing Factor | 1.5691526171258 |
| Regeneration | 3.0598476033952 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 38.020402716974 |
| See Invisible | 38.020402716974 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 47 |
| Crit Chance | 24% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +16% |
| Physical | +13% |
| All | +7% |
Offense: Damage Penetration
| Physical | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 9 (40%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 5 |
| Physical Save | 20 |
| Spell Save | 15 |
| Mental Save | 34 |
Defense: Resistances
| Blight | + 19%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 20%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 12%( 70%) |
| Lightning | + 23%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Disarm Resistance | 41% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 23% |
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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 512% 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. |
| 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 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 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 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 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 successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Chamaromirain' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +3% physical ----- def ----- Armour +1 Resists +3% temporal Die.at -40.00 life Heal.mod +20% ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
| Quiver | self-loading pouch of steel shots of vileness (19/19, 119% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 120% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Rld cld 5 Ranged+ +5 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 16 Shots are used with slings to pummel your foes to death. |
| Light source | survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Heal.mod +12% ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
| On head | Hathigas the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Res.pen +15% physical Acc +10 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +6% cold +6% fire +1% physical Phys.save +3 (+2 eff.) A pointy cloth hat, very wizardly... |
| On hands | Camakor (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Crit.mult +10.00% Phys.pwr +5 (+3 eff.) Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +1 Fatigue +1% Resists +6% light Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +21% 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 | iron torque of gale force 'Boltschism' [power 110] (6/13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Mag +4 Wil +1 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +15% lightning Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 124 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
| On fingers | mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
| Around neck | Ce'Nuriawyn the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% physical Res.pen +5% physical ----- def ----- Resists +12% mind Confus- +23% ---------- misc Max.stam +10.00 Amulets make your neck look great! |
| In main hand | penetrating rough leather sling of true flight4.0 T1 sling 1H weapon [Ego++] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +5.0% Res.pen +5% physical Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Brodoblek1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+8 eff.) Melee Ret 2 mind ----- def ----- Resists +6% cold +3% darkness +3% mind HP.reg +0.70 Heal.mod +12% A belt that goes around your waist. |
| In off hand | windwalling steel shield (0 def, 4 armour, 118% power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Psionic When used to Attack: Power 118% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +13 physical While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +12% physical Shield.near.proj +27 Proj.slow +14% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Xoldavena (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +6 (+3 eff.) Resists +11% blight +9% fire +11% nature +3% mind HP.reg +1.00 Heal.mod +11% Disarm- +20% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Spell.pwr +11 (+6 eff.) Mind.pwr +2 (+1 eff.) Dmg.mod +7% all ----- def ----- Resists +9% all Mind.save +19 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the sneak (heal 186; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. 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. |
blink rune of the titan (range 4; phase 11; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 11%, your defense is increased by 11 and all your resistances by 11%. 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. |
shatter afflictions rune of the duelist (absorb 69; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 69 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. 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 |
Isolravea (127% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Random Unique] Arcane Power 127% 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 cold On Hit.r1 +12 fire On Crit: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 While equipped: Stats +1 Mag ----- def ----- Resists +6% cold HP.reg +2.00 Silence- +20% ---------- misc Infravis +1 Massive two-handed mauls. |
balanced iron greatsword (112% power, 1 apr)3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Master Power 112% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +29% Massive two-handed swords. |
balanced steel greatsword of massacre (135% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Master Power 135% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +31% Massive two-handed swords. |
balanced iron mace of massacre (120% power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +22% Blunt and deadly. |
Olutogas (98% power, 7 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 99% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit.r1 +4 mind On Hit: * 20 arcane resource burn * 10% chance to slow global speed by 48% While equipped: dps ---------- Res.pen +6% physical Acc +6 (+2 eff.) Apr +9 On Hit (Melee): * 20% chance to reduce all saves and defense by 22 Sharp, short and deadly. |
hateful iron dagger of erosion (98% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Psionic Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature +7 darkness Against +5% Living Sharp, short and deadly. |
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. |
Glintreign the pouch of iron shots (14/14, 113% power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 113% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 14 Ranged+ +12 blight +4 mind On Hit.r1 +6 fire On Crit.r2 +8 mind +8 light On Hit: * 10% chance to reduce all saves and defense by 22 Shots are used with slings to pummel your foes to death. |
iron shield of shrapnel (0 def, 2 armour, 94% power, 20.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 95% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 128 physical damage over 5 turns (1/turn) ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
spellwoven linen robe of light (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +10% light ----- def ----- Resists +15% light +7% all Spell.save +16 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+7 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
cleansing cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +19% acid +13% nature +10% blight A suit of armour made of leather. |
iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail. |
rough leather belt of valiance1.0 T1 belt armor [Ego+] Psionic While equipped: Stats +1 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +47.00 A belt that goes around your waist. |
Demonbloom the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +3% darkness Acc +4 (+2 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) Resists +12% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hureldil the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Phys.save +3 (+2 eff.) Spell.save +6 (+5 eff.) Max.HP +20.00 ---------- misc Equi/ret +0.24 Max.mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chalilach the pair of rough leather boots (0 def, 7 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +7 Resists +6% lightning +6% temporal Crit.chn- 15.00% Phys.save +3 (+2 eff.) A pair of boots made of leather. |
Tarruroddagen the Furnacewend (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +3% cold Melee Ret 4 fire ----- def ----- Armour +1 Resists +5% lightning +6% temporal +9% fire A pair of boots made of leather. |
Mayyvea (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +12% darkness +6% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- 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. |
corrosive hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 acid Dmg.mod +4% acid Acc +10 (+4 eff.) ----- def ----- Armour +2 Resists +5% acid 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. |
Gorisus the iron gauntlets (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +6% acid +3% physical +9% mind Res.pen +10% acid ----- def ----- Armour +7 Fatigue +1% Resists +12% acid +3% mind 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. |
linen wizard hat 'Zubumissra' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex +1 Wil +1 Con dps ---------- Dmg.mod +11% nature Res.pen +25% mind Melee Ret 2 mind ----- def ----- Defense +1 (+0 eff.) Resists +16% nature A pointy cloth hat, very wizardly... |
Yveriaba the Filthumbra (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% lightning +3% nature Res.pen +10% mind On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning A pointy cloth hat, very wizardly... |
rough leather cap of trickery (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +4 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
warlord's rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego++] Nature/Master While equipped: Stats +6 Str +3 Wil +2 Con dps ---------- Phys.pwr +11 (+6 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% physical Phys.save +6 (+3 eff.) A cap made of leather. |
Porimirin the Flarewalker (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness Melee Ret 2 fire ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +3% blight +12% fire +6% cold +6% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zuburathra the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Mag dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal ---------- misc Light +3 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 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. |
6 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. |
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. |
145 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 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. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% 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. |
piercing iron torque of mindblast [power 110] (6/13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Emelethra the Ichorfiend [power 110] (6/13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Dex +1 Con dps ---------- Dmg.mod +6% light On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +6 Resists +1% physical Sting an enemy dealing 118 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 110] (6/13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Agent K the Shalore Skirmisher level 16
34th Haze 122nd year of Ascendancy at 17:24 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Agent K the Shalore Skirmisher level 10
46th Dusk 122nd year of Ascendancy at 07:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Agent K the Shalore Skirmisher level 14
7th Haze 122nd year of Ascendancy at 11:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Agent K the Shalore Skirmisher level 16
14th Haze 122nd year of Ascendancy at 19:18 see stats
Log
Talent Block is ready to use.
Poison from Isubeth the gloomy giant venus flytrap hits Agent K for (17 flat reduction), 48 nature (48 total damage).
Agent K casts Rune: Shielding.
A shield forms around Agent K.
Agent K picks up (w.): Mayyvea (0 def, 3 armour).
Agent K picks up (n.): Spider-Silk Robe of Spydrë (10 def, 15 armour).
Lore found: Spider-Silk Robe of Spydrë
You can read all your collected lore in the game menu, by pressing Escape.
Agent K uses Block.
Agent K speeds up.
Talent Kneecapper is ready to use.
Poison from Isubeth the gloomy giant venus flytrap hits Agent K for (40 blocked), (17 flat reduction), (22 absorbed), 0 nature (0 total damage).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (Isubeth the Gloomy Giant Venus Flytrap's mucus ooze)).
Agent K shoots!
Agent K's Shoot hits Isubeth the Gloomy Giant Venus Flytrap's mucus ooze for 81 physical damage.
Agent K's Shoot killed Isubeth the Gloomy Giant Venus Flytrap's mucus ooze!
Poison from Isubeth the gloomy giant venus flytrap hits Agent K for (17 flat reduction), (75 absorbed), 0 nature (0 total damage).
Ran for 2 turns (stop reason: detrimental status effect).
Your shield crumbles under the damage!
The shield around Agent K crumbles.
Poison from Isubeth the gloomy giant venus flytrap hits Agent K for (17 flat reduction), (3 absorbed), 82 nature (82 total damage).
Ran for 2 turns (stop reason: taken damage).
Talent Noggin Knocker is ready to use.
Poison from Isubeth the gloomy giant venus flytrap hits Agent K for (17 flat reduction), 85 nature (85 total damage).
Agent K the level 17 shalore skirmisher was slimed to death by Isubeth the gloomy giant venus flytrap on level 2 of Heart of the Gloom.























































































