












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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.
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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sun Paladin |
| Level / Exp | 12 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Voranor the giant carpenter ant at level 12 on the 10th Wealth 122nd year of Ascendancy at 10:12 / 1 |
Primary Stats
| Strength | 42 (base 28) |
| Dexterity | 8 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 57 (base 37) |
| Willpower | 13 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -22/366 |
| Positive | 43/83 |
| Stamina | 139/140 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 32 |
| Crit Chance | 5% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +15% |
| Physical | +6% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Physical | +7% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 11 |
| Physical Save | 24 |
| Spell Save | 25 |
| Mental Save | 9 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 34%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 14%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Teleport Resistance | 20% |
| Pinning Resistance | 20% |
| Blind Resistance | 43% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 316 life over 5 turns. Its effects scale with your Magic stat. |
| 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 62 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 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 successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed orc heart. * You've found the needed xorn fragment. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | scholar's pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +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. |
| On head | Hettetir the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Critical power +5.00% Physical Power +15 (+5 eff.) When Hit 6 acid On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) A cap made of leather. |
| Tool | Glitterpython the iron torque of psionic shield [power 25] (11/25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +10% light On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Resistance +5% arcane +6% cold Spell save +3 (+2 eff.) Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 38. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Physical Power +6 (+2 eff.) Spellpower +7 (+3 eff.) Mindpower +6 (+3 eff.) defense ------ Defense +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | wizard's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Life +20.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
| In main hand | Cloudraven (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +7 temporal While equipped: Stats +3 Str offense ------ Damage +6% physical Ignore resists +7% physical Accuracy +16 (+7 eff.) Ignore Armor +6 defense ------ Resistance +15% lightning +6% temporal +3% mind Blunt and deadly. |
| Light source | Mylachik2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ When Hit 13 fire defense ------ Defense +30 (+14 eff.) Resistance +3% lightning +6% fire +3% nature Knockbk Resist +10% Teleport Resist +20% 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. |
| In off hand | reinforced steel shield of cold resistance (+16%) (0 def, 5 armour, 16-20 power, 60 block)7.0 Encumbrance T2 shield armor [Ego] Master When used to Attack: Weapon Damage 16.5 - 19.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +60 While equipped: defense ------ Armor +5 Fatigue +8% Resistance +16% cold other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Betyssra the Lustrepiercer (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Mag offense ------ When Hit 2 light defense ------ Defense +1 (+1 eff.) Resistance +6% acid +6% fire +5% lightning +5% cold Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +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. |
Inventory
wild infusion of the wizard (res 27%; physical; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+4 eff.) Ignore Armor +8 defense ------ Defense +7 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
chilling steel battleaxe of crippling (24-35 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +13 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Massive two-handed battleaxes. |
iron battleaxe 'Deepswild' (16-23 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Arcane Weapon Damage 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 blight On-crit, radius 2 +12 darkness On Hit: 20% Epidemic level 1 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 24 While equipped: Stats +2 Str offense ------ Ignore resists +5% physical defense ------ Crit Resistance 15.00% Mind save +3 (+3 eff.) Life +40.00 Disease Resist +15% Massive two-handed battleaxes. |
acidic steel dagger of daylight (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Weapon Damage 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 light Damage Against +9% Undead On Critical: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 Sharp, short and deadly. |
chilling steel dagger of massacre (17-22 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +10 cold Sharp, short and deadly. |
iron mace (13-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+0 eff.) defense ------ Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
Adimina (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Spellpower/crit +4 Damage +3% arcane +6% blight When Hit 4 arcane defense ------ Defense +1 (+1 eff.) Crit Resistance 15.00% Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mankini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
pair of iron boots 'Thunderroar' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Ignore resists +15% lightning +10% acid When Hit 6 fire defense ------ Armor +3 Fatigue +2% Resistance +12% lightning Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stone warden's rough leather gloves of magic (+5) (0 def, 6 armour)1.0 Encumbrance T1 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +5 Con offense ------ Damage +4% arcane defense ------ Armor +6 Hardiness +5% Resistance +5% physical 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. |
Hathydil (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% mind Accuracy +5 (+2 eff.) defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +6% fire +9% nature +5% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
Isariwyn (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +12% acid +3% darkness +3% blight +6% fire +5% cold Life +20.00 A cap made of leather. |
aegis linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane/Nature While equipped: offense ------ Damage +11% fire defense ------ Defense +1 (+1 eff.) Resistance +16% fire Shield Power +6% Life Regen +1.80 A pointy cloth hat, very wizardly... |
insulating rough leather cap of strength (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% Resistance +5% fire +6% cold A cap made of leather. |
iron helm of might (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polesedanor the Umbradredge (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Psionic While equipped: offense ------ Damage +9% arcane Ignore resists +20% arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 12% defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +3% light +6% mind +5% arcane Mind save +12 (+11 eff.) A suit of armour made of mail. |
prismatic cured leather armour of cold resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% cold +12% light +13% darkness A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +34.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
cleansing iron plate armour of acid resistance (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Ego] Disrupt/Master While equipped: defense ------ Armor +7 Fatigue +22% Resistance +10% blight +11% nature +16% acid A suit of armour made of metal plates. |
Gylaith (18/18, 21-29 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Random Unique] Arcane/Master Weapon Damage 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +17 Ignore Armor +7 Critical Rate +1.5% Capacity 18 On-ranged-hit +12 blight On-Hit, radius 1 +12 blight +12 fire On-crit, radius 2 +8 blight On Critical: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 Arrows are used with bows to pierce your foes to death. |
9 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. |
42 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. |
iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +3 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Velitira the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Con offense ------ Physical Power +25 (+8 eff.) Damage +6% mind defense ------ Armor +2 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 135.04 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
4 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. |
5 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. |
2 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Smort Worthington the Dwarf Sun Paladin level 11
45th Profit 122nd year of Ascendancy at 22:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Smort Worthington the Dwarf Sun Paladin level 10
40th Profit 122nd year of Ascendancy at 22:18 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Smort Worthington the Dwarf Sun Paladin level 6
19th Voratun 122nd year of Ascendancy at 08:27 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Smort Worthington the Dwarf Sun Paladin level 6
27th Profit 122nd year of Ascendancy at 10:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Smort Worthington the Dwarf Sun Paladin level 6
29th Profit 122nd year of Ascendancy at 01:26 see stats
Log
Voranor the giant carpenter ant damages himself through Martyrdom!
Smort Worthington hits Voranor the giant carpenter ant for 1 physical, 0 darkness, 0 acid, 0 nature (1 total damage).
Melee retaliation hits Voranor the giant carpenter ant for 0 acid, 3 fire, 5 light, 0 acid, 2 fire, 4 light (15 total damage).
Voranor the giant carpenter ant hits Smort Worthington for (22 absorbed), 0 physical, (3 absorbed), 0 mind, (5 absorbed), 0 nature, (28 absorbed), 17 physical, 3 darkness, 3 acid, 5 nature (27 total damage).
You pickup 0.60 gold pieces.
Smort Worthington picks up (j.): Adimina (1 def, 0 armour).
Something shoves Armoured skeleton warrior aside.
Voranor the giant carpenter ant shoves Armoured skeleton warrior aside.
Smort Worthington's skin returns to normal.
Talent Shield Pummel is ready to use.
Talent Suncloak is ready to use.
Talent Healing Light is ready to use.
Talent Dig is ready to use.
Smort Worthington's sun path area effect hits Armoured skeleton warrior for 15 light damage.
Voranor the giant carpenter ant shoves Armoured skeleton warrior aside.
Smort Worthington's sun path area effect hits Voranor the giant carpenter ant for 11 light damage.
Voranor the giant carpenter ant is no longer influenced by martyrdom.
Voranor the giant carpenter ant uses Heartseeker.
Melee retaliation hits Voranor the giant carpenter ant for 1 acid, 4 fire, 6 light, 1 acid, 4 fire, 6 light (22 total damage).
Voranor the giant carpenter ant hits Smort Worthington for 65 physical, 3 darkness, 3 acid, 5 nature, 36 physical, 2 mind, 5 nature (118 total damage).
Smort Worthington is not stunned anymore.
Talent Infusion: Healing is ready to use.
Talent Wave of Power is ready to use.
Voranor the giant carpenter ant uses Flurry.
Voranor the giant carpenter ant performs a melee critical strike against Smort Worthington!
Melee retaliation hits Voranor the giant carpenter ant for 4 acid, 10 fire, 14 light, 4 acid, 10 fire, 14 light, 4 acid, 10 fire, 14 light, 4 acid, 10 fire, 14 light, 4 acid, 10 fire, 14 light, 4 acid, 10 fire, 14 light (168 total damage).
Voranor the giant carpenter ant hits Smort Worthington for 32 physical, 3 darkness, 2 acid, 4 nature, 23 physical, 1 mind, 4 nature, 36 physical, 3 darkness, 2 acid, 4 nature, 16 physical, 1 mind, 4 nature, 29 physical, 3 darkness (169 total damage).
Smort Worthington the level 12 dwarf sun paladin was swallowed by the void to death by Voranor the giant carpenter ant on level 2 of Ruins of Kor'Pul.


















































































