











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 22 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Bandit Leader Aeryth at level 11 on the 1st Summertide 122nd year of Ascendancy at 15:44 / 2Killed by Emaldalle the temporal stalker at level 22 on the 66th Dusk 122nd year of Ascendancy at 16:38 |
Primary Stats
| Strength | 40 (base 34) |
| Dexterity | 11 (base 10) |
| Constitution | 38 (base 23) |
| Magic | 79 (base 51) |
| Willpower | 23 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -14/604 |
| Mana | 171/291 |
| Stamina | 196/196 |
| Positive | 61/113 |
| Healing Factor | 1.4602122670884 |
| Regeneration | 0.3650530667721 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 13.843738619919 |
| See Invisible | 13.843738619919 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 30 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +11% |
| Arcane | +12% |
| Cold | +5% |
| All | 0% |
| Darkness | +14% |
| Light | +48% |
| Fire | +16% |
| Physical | +14% |
Offense: Damage Penetration
| Blight | +25% |
| Acid | +10% |
| Light | +25% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 30 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 7 |
| Physical Save | 31 |
| Spell Save | 35 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 33%( 70%) |
| Physical | + 27%( 70%) |
| Cold | + 48%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 40%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 19%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 0% |
| Disarm Resistance | 40% |
| Knockback Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 43% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 99 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your 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 201 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 / Guardian | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Celestial / Sun | 1.50 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Celestial / Combat | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Light | 1.50 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 100. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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 naga tongue. * '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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | insulating pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Boltwedge' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +11 Mag +4 Wil +3 Con offense ------ Spell Crit +2% Damage +11% blight +9% arcane Ignore resists +5% nature defense ------ Armor +4 Fatigue +4% Resistance +12% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Lorethel the dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +1.0% Critical power +10.00% Physical Power +15 (+5 eff.) defense ------ Resistance +3% light Physical save +6 (+3 eff.) Spell save +9 (+4 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 49. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite ring 'Churand'0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +12 (+4 eff.) Damage +14% darkness +3% arcane When Hit 6 acid On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Fatigue -7% Resistance +28% darkness +6% acid other ------- Encumbrance +24 Rings make your fingers look great! |
| On fingers | warrior's gold ring of light (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Damage +12% light defense ------ Armor +4 Resistance +24% light Rings make your fingers look great! |
| Around neck | serendipitous steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +7 (+7 eff.) Resist unseen 10% Amulets make your neck look great! |
| In main hand | Dawn's Blade (50-70 power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 50.0 - 70.0 Light Uses 25% Mag, 80% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+4 eff.) Damage +20% light Ignore resists +25% light other ------- Positive/turn +0.20 Light +2 Cooldown Healing Light -3 Bathe in Light -5 Providence -10 Barrier -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 344.84 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. This item has been sent to the Item's Vault. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | steel shield 'Berodan' (0 def, 11 armour, 15-18 power, 107.5 block)7.0 Encumbrance T2 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 15.0 - 18.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +108 On-hit +11 acid +13 fire On-Hit, radius 1 +16 blight While equipped: Stats +3 Str +8 Con offense ------ Ignore resists +10% acid +25% blight When Hit 11 fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 When Hit: * 14% chance to reduce armor by 36% defense ------ Armor +11 Fatigue +8% Resistance +13% acid +14% fire Physical save +9 (+5 eff.) other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Nichak the Glowfury (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Damage +6% light +6% fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+1 eff.) Resistance +9% light +3% temporal Spell save +5 (+2 eff.) Mind save +6 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +10% acid +14% physical +10% fire +5% cold defense ------ Resistance +13% acid +12% physical +12% fire +12% cold +11% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the warrior (heal 133; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 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. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
wanderer's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Eilinobeth0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +1 Wil offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Resistance +5% arcane Mind save +8 (+5 eff.) Confus Resist +21% other ------- Max mana +80.00 Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
savior's gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +9 (+5 eff.) Spell save +9 (+4 eff.) Mind save +6 (+4 eff.) Blind Resist +23% other ------- Infravision +3 See Stealth +8 See Invisibility +8 Rings make your fingers look great! |
Zubotta the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +7 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +15 (+7 eff.) defense ------ Defense +2 (+2 eff.) Resistance +6% mind Physical save +9 (+5 eff.) other ------- EQ when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Glitterjam' (7 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Spellpower/crit +8 Damage +3% arcane +12% blight Ignore resists +10% fire When Hit 6 light defense ------ Defense +7 (+7 eff.) Resistance +6% light Physical save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil defense ------ Defense +1 (+1 eff.) Mind save +6 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of battle (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) defense ------ Armor +5 Defense +1 (+1 eff.) Fatigue -3% Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gydhemira the Shimmerglamour (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +3% lightning +18% fire +12% mind defense ------ Resistance +27% fire +15% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robes of Deflection (0 def, 7 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+2 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +7% acid +5% physical +9% fire +7% cold defense ------ Resistance +12% acid +11% physical +11% fire +11% cold +9% all other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of iron boots of disengagement (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Master While equipped: Stats +3 Cun +3 Dex offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 88% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: 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. |
heroic rough leather gloves (0 def, 4 armour)1.0 Encumbrance T1 hands armor [Ego+] Master While equipped: defense ------ Armor +4 Mind save +5 (+3 eff.) Life +45.00 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. |
Gedayara the Filthwedge (10 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex defense ------ Armor +1 Defense +10 (+9 eff.) Fatigue +1% Resistance +6% lightning +6% temporal +6% nature other ------- Light +1 A cap made of leather. |
Haneroddathel (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Str +2 Wil offense ------ Damage +11% light On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 defense ------ Defense +1 (+1 eff.) Resistance +16% light A pointy cloth hat, very wizardly... |
Radiancestinger the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +8 Cun +10 Wil offense ------ Mindpower +10 (+5 eff.) Damage +18% lightning +3% mind Ignore resists +15% mind When Hit 2 mind defense ------ Defense +3 (+3 eff.) Resistance +27% lightning other ------- Max hate +6.00 Light +2 A pointy cloth hat, very wizardly... |
bladed iron helm of might (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego++] Master While equipped: Stats +5 Str +3 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 154.4 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Str defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Cloudravage' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +5 Dex +4 Wil +2 Cun offense ------ Damage +9% lightning Ignore Armor +5 When Hit 2 lightning defense ------ Armor +3 Fatigue +3% Resistance +10% blight +6% darkness Mind save +8 (+5 eff.) A cap made of leather. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 Encumbrance T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +4 (+4 eff.) Fatigue +14% Resistance +18% cold +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
warded dwarven-steel shield (0 def, 6 armour, 31-37 power, 72.5 block)7.0 Encumbrance T3 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 31.0 - 37.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +72 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: defense ------ Armor +6 Fatigue +8% other ------- Wards +4 lightning +5 temporal +4 darkness +6 fire +5 nature +4 blight +4 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
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. |
3 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. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+4 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Zerildir the dwarven-steel pickaxe (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +3 Dex +2 Mag offense ------ Damage +7% mind +7% fire defense ------ Resistance +6% blight +9% cold Mind save +7 (+4 eff.) Disarm Resist +10% Confus Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 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. |
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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
overpowered steel torque of mindblast [power 250] (19 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 250 mind damage and silencing them for 4 turns Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Tahell [power 255] (25 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: defense ------ Resistance +3% acid +2% physical +6% temporal Spell save +6 (+3 eff.) Confus Resist +20% Stun Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 513 Base Damage: 261 Armor: 13 All Resist: 18 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Zubann [power 236] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% mind On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% blight +9% temporal +5% arcane Spell save +3 (+1 eff.) Sting an enemy dealing 236 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered ash totem of summon tentacle [power 230] (36 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 502 Base Damage: 230 Armor: 0 All Resist: 0 Puts all charms on 36 turn cooldown Natural totems are made by powerful wilders to store nature power. |
quick ash totem of summon tentacle [power 120] (19 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 240 Base Damage: 124 Armor: 12 All Resist: 0 Puts all charms on 19 turn cooldown Natural totems are made by powerful wilders to store nature power. |
5 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. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
4 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. |
4 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 (Roguelike)
Killed Ben Cruthdar the Cursed.By maks the Higher Sun Paladin level 20
42nd Dusk 122nd year of Ascendancy at 06:01 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By maks the Higher Sun Paladin level 20
62nd Dusk 122nd year of Ascendancy at 16:26 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By maks the Higher Sun Paladin level 18
8th Dusk 122nd year of Ascendancy at 15:49 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By maks the Higher Sun Paladin level 15
8th Flare 122nd year of Ascendancy at 10:16 see stats
Level 10 (Roguelike)
Got a character to level 10.By maks the Higher Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 22:24 see stats
Level 20 (Roguelike)
Got a character to level 20.By maks the Higher Sun Paladin level 20
20th Dusk 122nd year of Ascendancy at 16:30 see stats
Lost in translation (Roguelike)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By maks the Higher Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 05:50 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By maks the Higher Sun Paladin level 21
65th Dusk 122nd year of Ascendancy at 06:33 see stats
The Arena (Roguelike)
Unlocked Arena mode.By maks the Higher Sun Paladin level 9
2nd Mirth 122nd year of Ascendancy at 07:35 see stats
The secret city (Roguelike)
Discovered the truth about mages.By maks the Higher Sun Paladin level 15
2nd Dusk 122nd year of Ascendancy at 20:28 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By maks the Higher Sun Paladin level 19
20th Dusk 122nd year of Ascendancy at 07:25 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By maks the Higher Sun Paladin level 17
6th Dusk 122nd year of Ascendancy at 03:45 see stats
Unstoppable (Roguelike)
Returned from the dead.By maks the Higher Sun Paladin level 11
1st Summertide 122nd year of Ascendancy at 15:44 see stats
Log
maks receives 20 healing from Shield of Light.
Bleeding from Emaldalle the temporal stalker hits maks for 45 physical damage.
Searing Sight hits Void horror for (3 dissipated), 7 light (7 total damage).
Searing Sight hits Emaldalle the temporal stalker for 9 light damage.
Void horror retunes the fabric of spacetime.
Emaldalle the temporal stalker casts Rune: Shatter Afflictions.
Emaldalle the temporal stalker is fully armored again.
A shield forms around Emaldalle the temporal stalker.
Emaldalle the temporal stalker performs a melee critical strike against maks!
Emaldalle the temporal stalker performs a melee critical strike against maks!
Shield of Light hits maks for 20 healing, 20 healing (0 total damage) [40 healing].
Emaldalle the temporal stalker hits maks for 86 physical, 98 physical (185 total damage).
Melee retaliation hits Emaldalle the temporal stalker for (3 absorbed), 0 acid, (13 absorbed), 0 light, (7 absorbed), 0 fire, (3 absorbed), 0 acid, (13 absorbed), 0 light, (7 absorbed), 0 fire (0 total damage).
maks misses Emaldalle the temporal stalker.
Maks is not stunned anymore.
maks receives 20 healing from Shield of Light.
Bleeding from Emaldalle the temporal stalker hits maks for 80 physical damage.
Searing Sight hits Void horror for (6 dissipated), 14 light (14 total damage).
Searing Sight hits Emaldalle the temporal stalker for (18 absorbed), 0 light (0 total damage).
The shield around Emaldalle the temporal stalker crumbles.
Emaldalle the temporal stalker performs a melee critical strike against maks!
Shield of Light hits maks for 20 healing, 20 healing (0 total damage) [40 healing].
Emaldalle the temporal stalker hits maks for 52 physical, 89 physical (141 total damage).
Melee retaliation hits Emaldalle the temporal stalker for (6 absorbed), 0 acid, (8 absorbed), 19 light, 13 fire, 6 acid, 27 light, 13 fire (79 total damage).
maks misses Emaldalle the temporal stalker.
maks receives 20 healing from Shield of Light.
Bleeding from Emaldalle the temporal stalker hits maks for 80 physical damage.
maks the level 22 higher sun paladin was raked to death by Emaldalle the temporal stalker on level 3 of Temporal Rift.



































































































