
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Everyone Options 1.4.5Starts characters off with category points instead of categories known. cleanUI+++ 1.7.6Replaces default interface styles with cleaner versions to enhance readability. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.7.4Official Expansion!Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Embers of Rage 1.7.4Official Expansion!Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Solipsist |
| Level / Exp | 23 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 23 on the 20th Haze 122nd year of Ascendancy at 01:29 / 1 |
Primary Stats
| Strength | 22 (base 16) |
| Dexterity | 15 (base 11) |
| Constitution | 48 (base 44) |
| Magic | 13 (base 10) |
| Willpower | 58 (base 43) |
| Cunning | 19 (base 14) |
Resources
| Life | -184/337 |
| Mana | 352/472 |
| Psi | 0/361 |
| Healing Factor | 1.5678383355187 |
| Regeneration | 6.6633129259547 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 39 |
| Crit Chance | 6% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +14% |
| Arcane | +6% |
| Cold | +13% |
| All | 0% |
| Lightning | +11% |
| Light | +17% |
| Fire | +8% |
| Physical | +9% |
Offense: Damage Penetration
| Arcane | +10% |
| Mind | +35% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 33.000000000001 (71.698366348915%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 45.75 |
| Spell Save | 44.45 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 30%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 70%( 70%) |
| All | + 20%( 70%) |
| Lightning | + 53%( 70%) |
| Light | + 42%( 70%) |
| Mind | + 36%( 70%) |
| Darkness | + 49%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 370 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 466% 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 Strength stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Discharge | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Solipsism | 2.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Forge | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.40 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by Wrathroot. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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 mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 |
Equipment
| On feet | Korolathalach the Shinesaw (0 def, 7 armour) =ultra resist boots=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +6% light Ignore resists +15% mind When Hit 4 light defense ------ Armor +7 Fatigue +2% Resistance +18% acid +5% fire +5% cold +3% mind +6% lightning other ------- Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Vilewhisper2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +20% mind +5% cold On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Resistance +6% mind Physical save +6 (+1 eff.) Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Chinik (0 def, 3 armour) =str boost=2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +8 Str +3 Con offense ------ Physical Power +5 (+3 eff.) Damage +6% arcane +9% blight Ignore resists +10% arcane defense ------ Armor +3 Fatigue +3% Resistance +6% blight +9% fire +8% cold A cap made of leather. |
| On hands | Nibers (0 def, 2 armour) =crit resist=1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 7 blight Damage +5% blight defense ------ Armor +2 Fatigue +3% Resistance +7% blight +6% darkness +9% lightning Crit Resistance 15.00% Silence Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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 | supercharged steel torque of psionic shield [power 73] (29 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 29 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% lightning Accuracy +6 (+5 eff.) defense ------ Resistance +22% lightning Rings make your fingers look great! |
| On fingers | savior's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Physical save +7 (+1 eff.) Spell save +7 (+1 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | Unrysarin0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: defense ------ Resistance +21% cold Physical save +11 (+2 eff.) Spell save +10 (+2 eff.) Mind save +12 (+4 eff.) Healmod +20% Disease Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
| In main hand | wyrm's vined mindstar of frost (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 2 lightning 3 physical 8 cold 2 acid 4 fire Damage +8% cold Ignore resists +5% cold defense ------ Armor +6 Resistance +4% lightning +3% physical +3% fire +7% cold +4% acid other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | noble's hardened leather belt of valiance1.0 Encumbrance T3 belt armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +8 Wil offense ------ Against +19% Summoned defense ------ Resist Against +21% Summoned Mind save +7 (+2 eff.) Life +40.00 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 28-40 power, 60 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training Str 25 [Unique] Nature When used to Attack: Weapon Damage 28.5 - 39.9 Physical Uses 150% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Tureleremas (27 def, 5 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: defense ------ Armor +5 Defense +27 (+9 eff.) Resistance +3% acid +6% light Crit Resistance 10.00% Physical save +13 (+3 eff.) Spell save +14 (+3 eff.) Mind save +15 (+5 eff.) Life Regen +4.00 Blind Resist +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 | dreamer's woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +6% acid +9% physical +8% fire +5% cold defense ------ Resistance +12% acid +12% physical +11% darkness +12% cold +10% fire +12% mind +9% all Physical save +11 (+2 eff.) Spell save +11 (+2 eff.) Mind save +22 (+7 eff.) other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the psychic (heal 285; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 285 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
gold amulet 'Bilerend'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% nature +21% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Resistance +16% fire +3% nature +19% cold Amulets make your neck look great! |
marksman's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+5 eff.) defense ------ Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
mule's steel ring of nature (+24%) =CARRIER=0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% nature defense ------ Fatigue -5% Resistance +24% nature other ------- Encumbrance +22 Rings make your fingers look great! |
Unruyon the Voidschism (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Rare] Arcane Weapon Damage 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 temporal On-crit, radius 2 +12 darkness While equipped: Stats +2 Mag offense ------ Spell Crit +2% Damage +12% blight defense ------ Resistance +6% temporal Spell save +6 (+1 eff.) other ------- Max vim +40.00 Sharp, short and deadly. |
Nightking (13-18 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Physical Crit +4.0% Damage +6% cold Ignore resists +25% darkness Accuracy +20 (+12 eff.) defense ------ Unlife -80.00 life Blunt and deadly. |
mossy mindstar 'Naredig' (2-3 power, 12 apr, mind damage) =crit resist=3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Mag offense ------ Mind Crit +1% Mindpower +4 (+2 eff.) defense ------ Resistance +6% light Crit Resistance 10.00% other ------- Psi when Hit +0.04 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ulfahor the cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +8 cold While equipped: Stats +4 Mag offense ------ Spellpower/crit +10 Damage +11% cold defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Vim-on-crit +2.00 Max mana +100.00 Slings are used to hurl stones or metal shots at your foes. |
Gariara (14-19 power, 3 apr) =bs stats=3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 mind On Hit: * 11% chance to reduce all saves and defense by 24 While equipped: Stats +9 Wil +2 Cun +6 Con offense ------ Damage +6% temporal Accuracy +6 (+5 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +6 (+2 eff.) Life +20.00 Disarm Resist +23% One-handed war axes. |
nightruned rough leather belt of unlife =UD=1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Breneyarath' (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +6 (+2 eff.) Resistance +6% lightning +6% acid Life +80.00 Disease Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightningsin the pair of iron boots (0 def, 3 armour) =crit resist shoes=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun +5 Con offense ------ Ignore resists +5% lightning defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold Crit Resistance 15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gorudig the Bleakbloom (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ Critical power +15.00% Spellpower/crit +10 On-Hit 10 blight Damage +8% blight defense ------ Armor +2 Fatigue +3% Resistance +7% blight +12% temporal +5% arcane +6% darkness Disease Resist +10% Teleport Resist +20% 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. |
Torahor (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Dex +2 Mag +4 Wil +2 Cun offense ------ Ignore resists +5% mind Accuracy +6 (+5 eff.) defense ------ Armor +2 Fatigue +3% Physical save +7 (+1 eff.) Mind save +8 (+3 eff.) Disarm Resist +24% other ------- Infravision +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. |
brawler's dwarven-steel gauntlets of strength (+6) (0 def, 2 armour) =STRENGTH BOOST=1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +6 Str +3 Dex +2 Cun offense ------ Physical Power +9 (+5 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+1 eff.) other ------- 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. |
hardened leather gloves 'Mayyritta' (0 def, 2 armour) =cunning gloves=1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +9 Cun +4 Str offense ------ Mind Crit +2% Physical Power +9 (+5 eff.) defense ------ Armor +2 Mind save +6 (+2 eff.) other ------- Max hate +4.00 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. |
polar dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 7 cold Damage +5% cold Accuracy +12 (+8 eff.) defense ------ Armor +2 Fatigue +3% Resistance +7% cold 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. |
Glevena (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +5 Mag +7 Wil offense ------ Spell Crit +3% Damage +13% blight +8% arcane Ignore resists +10% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 defense ------ Armor +4 Fatigue +4% Resistance +8% blight +5% darkness Spell save +5 (+1 eff.) Mind save +14 (+5 eff.) other ------- Light +1 Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 5 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Infernovice (0 def, 4 armour, 12-15 power, 43.5 block)7.0 Encumbrance T2 shield armor [Rare] Master When used to Attack: Weapon Damage 12.5 - 15.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +44 While equipped: Stats +3 Str +6 Dex +2 Mag offense ------ Damage +9% fire defense ------ Armor +4 Fatigue +8% Resistance +18% fire Crit Resistance 10.00% other ------- Infravision +2 Talents +1 Block Handheld deflection devices. |
windwalling iron shield of resistance (0 def, 2 armour, 10-13 power, 20.5 block)7.0 Encumbrance T1 shield armor [Ego++] Nature/Psionic When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 On-hit +11 physical While equipped: Stats +1 Wil defense ------ Armor +2 Fatigue +8% Resistance +5% acid +10% physical +6% fire +6% cold +6% lightning Windwall +14 Slow Projectiles +13% other ------- Talents +1 Block Handheld deflection devices. |
8 agate0.0 Encumbrance 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. |
393 alchemist agate0.0 Encumbrance 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. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Bagadar the Magmaglamour (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Mag +5 Wil offense ------ Physical Power +4 (+2 eff.) Move Speed +10% Ignore resists +10% fire defense ------ Resistance +9% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Isuretta the Brightrigor (dig speed 39 turns) =STRENGTH BOOST=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Damage +3% acid defense ------ Fatigue -5% Resistance +6% acid other ------- Light +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
nightwalker's brass lantern of focus2.0 Encumbrance T1 lite [Ego+] Nature/Psionic While equipped: Stats +8 Wil offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +6 (+3 eff.) Damage +6% mind other ------- 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
Xanythra the steel torque of mindblast [power 180] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% temporal Ignore Armor +1 When Hit 4 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +15 (+5 eff.) Resistance +3% physical Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Araminne the ash totem of stinging [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +4 Con offense ------ Accuracy +15 (+9 eff.) defense ------ Defense +30 (+10 eff.) Resistance +2% physical Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Arcmaim [power 95] (25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% lightning defense ------ Resistance +9% light Spell save +3 (+1 eff.) Life Regen +2.00 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: 205 Base Damage: 100 Armor: 1 All Resist: 0 Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Chameregodas' [power 200] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Cun offense ------ Mindpower +30 (+11 eff.) defense ------ Crit Resistance 10.00% Cut Resist +20% other ------- Hate-on-crit +5.00 Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of lightning storm [power 170] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (188 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Terror The Immortal the Doomelf Solipsist level 21
68th Dusk 122nd year of Ascendancy at 21:40 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Terror The Immortal the Doomelf Solipsist level 23
19th Haze 122nd year of Ascendancy at 16:14 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Terror The Immortal the Doomelf Solipsist level 6
78th Pyre 122nd year of Ascendancy at 00:51 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Terror The Immortal the Doomelf Solipsist level 10
1st Flare 122nd year of Ascendancy at 04:02 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Terror The Immortal the Doomelf Solipsist level 20
63rd Dusk 122nd year of Ascendancy at 11:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Terror The Immortal the Doomelf Solipsist level 6
9th Mirth 122nd year of Ascendancy at 10:13 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Terror The Immortal the Doomelf Solipsist level 23
19th Haze 122nd year of Ascendancy at 08:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Terror The Immortal the Doomelf Solipsist level 10
3rd Flare 122nd year of Ascendancy at 14:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Terror The Immortal the Doomelf Solipsist level 16
16th Dusk 122nd year of Ascendancy at 12:47 see stats
Log
Hurricane from Urkis, the High Tempest hits Terror The Immortal for (10 blocked), 41 to psi, 35 lightning (76 total damage).
Terror The Immortal forges a dream shield to block the attack!
Terror The Immortal converts some damage to Psi!
Terror The Immortal receives 6 healing (11 psi heal).
Hurricane from Urkis, the High Tempest hits Terror The Immortal for (10 blocked), 48 to psi, 42 lightning (90 total damage).
Terror The Immortal uses Block.
Terror The Immortal's mind surges with critical power!
Urkis, the High Tempest casts a protective shield just in time!
Talent Infusion: Healing is ready to use.
Terror The Immortal converts some damage to Psi!
Terror The Immortal mentally dismisses some damage!
Terror The Immortal receives 6 healing (11 psi heal).
Terror The Immortal hits Urkis, the High Tempest for 2 mind damage.
Hurricane from Urkis, the High Tempest hits Terror The Immortal for (60 blocked), (10 blocked), (17 dismissed), 4 to psi, 3 lightning (7 total damage).
Urkis, the High Tempest casts Shock.
Terror The Immortal converts some damage to Psi!
Terror The Immortal receives 6 healing (11 psi heal).
Terror The Immortal hits Urkis, the High Tempest for 8 mind damage.
Hurricane from Urkis, the High Tempest hits Terror The Immortal for (10 blocked), 42 to psi, 37 lightning (79 total damage).
Terror The Immortal forges a dream shield to block the attack!
Terror The Immortal converts some damage to Psi!
Urkis, the High Tempest's Shock hits Terror The Immortal for (10 blocked), 95 to psi, 82 lightning (177 total damage).
Terror The Immortal shrugs off Urkis, the High Tempest's 'Dazed'!
Urkis, the High Tempest casts Lightning.
Terror The Immortal converts some damage to Psi!
Urkis, the High Tempest hits Terror The Immortal for (10 blocked), 61 to psi, 308 lightning (369 total damage).
Terror The Immortal the level 23 doomelf solipsist was shocked to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.




















































































