










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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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! 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:
Nexus improved tooltips 1.7.4Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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 | Ogre |
| Class | Sun Paladin |
| Level / Exp | 19 / 32% |
| Size | big |
| Lifes / Deaths | Killed by Mayulaith the rattlesnake at level 19 on the 72nd Haze 122nd year of Ascendancy at 17:37 / 1 |
Primary Stats
| Strength | 59 (base 47) |
| Dexterity | 14 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 46 (base 42) |
| Willpower | 8 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -183/532 |
| Mana | 178/198 |
| Stamina | 60/169 |
| Positive | 64/104 |
| Healing Factor | 1.1645771506545 |
| Regeneration | 2.6202985889726 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 42 |
| Crit Chance | 14% |
| APR | 9 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +7% |
| All | 0% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 26.551211628464 (73.607947236566%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 30 |
| Physical Save | 30 |
| Spell Save | 21 |
| Mental Save | 8 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 8%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 12%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 9%( 70%) |
| Temporal | + 12%( 70%) |
| Fire | + 9%( 70%) |
| Physical | + 9%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Disarm Resistance | 21% |
| Confusion Resistance | 22% |
| Silence Resistance | 42% |
| Stun Resistance | 87% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 318 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 97 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: MovementUse 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 increase movement speed by 806% 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
| Technique / Combat techniques | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 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 lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved talent Stone Touch (+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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed skeleton mage skull. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed length of troll intestine. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. * '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.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Silavena the pair of rough leather boots (15 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Critical power +5.00% Physical Power +10 (+3 eff.) defense ------ Armor +1 Defense +15 (+8 eff.) Unlife -80.00 life Silence Resist +22% Confus Resist +22% Stun Resist +24% other ------- Max stamina +20.00 A pair of boots made of leather. |
| Light source | Emiriath2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Str +2 Mag offense ------ Physical Crit +1.0% defense ------ Crit Resistance 15.00% Physical save +5 (+3 eff.) Unlife -60.00 life Healmod +11% 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 | Islulena the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Physical Power +5 (+2 eff.) Ignore resists +15% temporal Accuracy +10 (+4 eff.) defense ------ Armor +3 Fatigue +5% Physical save +10 (+5 eff.) Unlife -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | piercing iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
| On fingers | steel citrine ring0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun offense ------ On-Hit 11 physical On-Ranged-Hit 9 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 6 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 6 other ------- Hate-on-crit +1.00 Max hate +6.00 Light +4 Infravision +4 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around waist | rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Goldanor the steel greatmaul (30-44 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +17 nature On Hit: * 10% chance to slow global speed by 31% While equipped: offense ------ Ignore resists +7% physical Accuracy +7 (+3 eff.) Ignore Armor +7 defense ------ Resistance +6% acid +3% temporal Massive two-handed mauls. |
| On hands | sand dwarven-steel gauntlets of strength (+2) (0 def, 7 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 5 physical Damage +4% physical defense ------ Armor +7 Fatigue +3% 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. |
| Main armor | fortifying iron plate armour of the dragon (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Ego++] Nature/Master While equipped: Stats +2 Str +2 Con defense ------ Armor +7 Fatigue +22% Resistance +6% acid +6% physical +6% cold +6% lightning +6% fire Life +30.00 Disarm Resist +21% Stun Resist +21% Knockbk Resist +21% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Winterstreak' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Con defense ------ Defense +2 (+1 eff.) Resistance +6% temporal +5% arcane +3% cold Crit Resistance 15.00% Silence Resist +20% Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Xeretha the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Power +6 (+2 eff.) Combat Speed +10% Damage +6% physical defense ------ Resistance +3% acid Crit Resistance 15.00% other ------- Light +3 Infravision +3 Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 189; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 30%; physical; dur 4; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 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 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 wizard (range 6; phase 22; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
stabilizing copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +24% Amulets make your neck look great! |
steel amulet 'Emota'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: defense ------ Armor +8 Defense +5 (+3 eff.) Fatigue -4% Resistance +17% temporal Max Resistance +2% all Physical save +11 (+6 eff.) Life Regen +6.00 Poison Resist +10% Pinning Resist +25% Knockbk Resist +20% Amulets make your neck look great! |
Singefiend the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +7 Dex offense ------ Damage +3% arcane Ignore resists +15% arcane Accuracy +13 (+5 eff.) When Hit 2 arcane defense ------ Resistance +20% acid +23% cold +32% fire +5% arcane +16% lightning Silence Resist +44% other ------- Mana/turn +0.40 Rings make your fingers look great! |
conjurer's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +6 (+3 eff.) Rings make your fingers look great! |
copper ring 'Blindtide'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +4 Dex +1 Con offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+6 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 6% Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
truestriking dwarven-steel greatmaul of massacre (50-76 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Master Weapon Damage 50.5 - 75.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Ignore resists +12% physical Accuracy +14 (+5 eff.) Ignore Armor +10 Massive two-handed mauls. |
Genocide (42-67 power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Glowborn the vined mindstar (4-4 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Weapon Damage 4.0 - 4.4 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% On-hit +4 light While equipped: offense ------ Mind Crit +2% Mindpower +4 (+4 eff.) Damage +12% light Ignore resists +15% light +20% nature defense ------ Spell save +6 (+3 eff.) Healmod +16% Heal-on-summon +15 other ------- Light +2 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. |
dwarven-steel waraxe 'Sulfurwish' (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Nature 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 +4.5% Attack Speed 100% While equipped: Stats +8 Str +6 Dex +7 Mag +5 Wil +5 Cun +6 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 31% defense ------ Pinning Resist +10% Knockbk Resist +20% One-handed war axes. |
Blindspire the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ When Hit 10 nature defense ------ Resistance +6% mind +12% light Life +39.00 other ------- Light +2 A belt that goes around your waist. |
Emelanne the Glimmerrock1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil +3 Cun +3 Con offense ------ Mindpower +3 (+3 eff.) Damage +6% light defense ------ Physical save +5 (+3 eff.) A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Offaloracle the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +5 Lck offense ------ Critical power +10.00% Damage +3% nature Ignore Shields +30% defense ------ Resistance +9% fire Stealth +5 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
rough leather belt 'Borukalthontir'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+2 eff.) defense ------ Resistance +6% darkness Spell save +3 (+2 eff.) Mind save +3 (+3 eff.) Healmod +5% Disarm Resist +10% Pinning Resist +20% A belt that goes around your waist. |
Searstone the cashmere cloak (2 def, 2 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +6% Critical power +20.00% Physical Power +5 (+2 eff.) Ignore Armor +1 defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +3% fire Crit Resistance 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+9 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 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. |
Haladunayon (10 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Str +1 Dex +2 Con offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+2 eff.) Ignore Armor +3 defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +2% Unlife -40.00 life Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 20 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. |
Hathelach the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun offense ------ Physical Crit +4.0% Physical Power +5 (+2 eff.) Damage +6% mind +9% temporal Ignore resists +25% mind Ignore Armor +6 defense ------ Armor +4 Fatigue +3% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xonne (8 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +20.00% Physical Power +5 (+2 eff.) defense ------ Armor +1 Defense +8 (+4 eff.) Silence Resist +10% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Arona the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +3% acid +3% temporal defense ------ Armor +1 Fatigue +1% Resistance +3% temporal +11% mind +5% arcane Mind save +13 (+12 eff.) Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
Brandripper (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Con offense ------ Damage +6% light +9% fire When Hit 2 light defense ------ Armor +3 Fatigue +5% Resistance +3% fire other ------- Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Deepsspar (10 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Str offense ------ Accuracy +20 (+7 eff.) Ignore Armor +2 On-Hit (Melee): * 20% chance to reduce damage dealt by 6% defense ------ Armor +1 Defense +10 (+5 eff.) Fatigue +1% Unlife -20.00 life A cap made of leather. |
Glowbane the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Damage +9% acid +11% physical defense ------ Defense +1 (+1 eff.) Resistance +9% light +11% physical other ------- Psi when Hit +0.04 Hate-on-crit +1.00 A pointy cloth hat, very wizardly... |
Spidervortex the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun offense ------ Damage +12% nature +3% cold Ignore resists +15% nature On-Hit (Melee): * 10% chance to slow global speed by 31% defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Woewaker' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +10 Lck offense ------ Physical Crit +4.0% Spell Crit +5% Mind Crit +4% Damage +12% mind On-Hit (Melee): * 10% chance to reduce damage dealt by 6% defense ------ Armor +4 Fatigue +4% Resistance +9% blight Spell save +6 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Drugas the Tundrawing (0 def, 17 armour)17.0 Encumbrance T2 massive armor [Rare] Master While equipped: Stats +1 Mag offense ------ Physical Crit +3.0% Ignore resists +10% cold Accuracy +10 (+4 eff.) Ignore Armor +4 defense ------ Armor +17 Fatigue +22% Crit Resistance 5.00% A suit of armour made of metal plates. |
steel plate armour of spell shielding (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego] Arcane While equipped: defense ------ Armor +9 Fatigue +22% Resistance +6% arcane Spell save +10 (+5 eff.) A suit of armour made of metal plates. |
2 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Miregrind (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +3% nature When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 31% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Blacksin2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore resists +5% darkness defense ------ Resistance +3% light +3% cold Life +40.00 Poison Resist +20% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Fuligen the Demonreign1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +1 Con offense ------ Damage +9% physical Ignore resists +10% physical When Hit 4 darkness 2 physical defense ------ Resistance +9% darkness +3% lightning Physical save +10 (+5 eff.) Healmod +17% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(45 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+5 eff.) defense ------ Mind save +10 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 4 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Gowe [power 225] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: defense ------ Armor +6 Resistance +6% nature +3% cold Spell save +6 (+3 eff.) Life +20.00 Cut Resist +20% Blast the opponent's mind dealing 225 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of healing [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash wand of lightning storm 'Shimmergrind' [power 176] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +15% lightning defense ------ Resistance +4% physical Healmod +5% Disease Resist +10% Cut Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 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. |
evasive ash wand of lightning storm [power 176] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Puts all charms on 15 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of shielding [power 158] (13 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
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 Vehadaeari the Ogre Sun Paladin level 10
57th Dusk 122nd year of Ascendancy at 08:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Vehadaeari the Ogre Sun Paladin level 10
39th Dusk 122nd year of Ascendancy at 17:14 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Vehadaeari the Ogre Sun Paladin level 9
39th Dusk 122nd year of Ascendancy at 02:40 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Vehadaeari the Ogre Sun Paladin level 12
6th Haze 122nd year of Ascendancy at 08:12 see stats
Log
Melee retaliation hits Mayulaith the rattlesnake for 12 light, 12 light (24 total damage).
Deadly Poison from Mayulaith the rattlesnake hits Vehadaeari for 21 nature damage.
Mayulaith the rattlesnake receives 8 healing from Deadly Poison from Mayulaith the rattlesnake.
Bleeding from Mayulaith the rattlesnake hits Vehadaeari for 8 physical damage.
Vehadaeari's sun path area effect hits Mayulaith the rattlesnake for 18 light damage.
Vehadaeari misses Mayulaith the rattlesnake.
Mayulaith the rattlesnake bites poison into Vehadaeari.
Vehadaeari is poisoned!
Vehadaeari's Perfect Strike is disrupted by his wounds!
Mayulaith the rattlesnake hits Vehadaeari for 1 nature damage.
Melee retaliation hits Mayulaith the rattlesnake for 9 light damage.
Deadly Poison from Mayulaith the rattlesnake hits Vehadaeari for 39 nature damage.
Mayulaith the rattlesnake receives 15 healing from Deadly Poison from Mayulaith the rattlesnake.
Bleeding from Mayulaith the rattlesnake hits Vehadaeari for 8 physical damage.
Poison from Mayulaith the rattlesnake hits Vehadaeari for 1 nature damage.
Vehadaeari's sun path area effect hits Mayulaith the rattlesnake for 18 light damage.
Vehadaeari casts Healing Light.
Vehadaeari's is vulnerable to attacks and effects!
Vehadaeari's Rune: Shatter Afflictions is disrupted by his wounds!
Vehadaeari receives 153 healing.
Melee retaliation hits Mayulaith the rattlesnake for 9 light, 9 light (18 total damage).
Mayulaith the rattlesnake hits Vehadaeari for 43 physical, 4 mind, 28 physical (75 total damage).
Mayulaith the rattlesnake performs a melee critical strike against Vehadaeari!
Poison bursts out of Vehadaeari's corpse!
Vehadaeari's Death Dance is disrupted by his wounds!
Mayulaith the rattlesnake hits Vehadaeari for 33 physical, 4 mind, 51 physical (88 total damage).
Melee retaliation hits Mayulaith the rattlesnake for 9 light, 9 light (18 total damage).
Vehadaeari the level 19 ogre sun paladin was mauled to death by Mayulaith the rattlesnake on level 1 of Old Forest.
































































































