











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
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! 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 | Drem |
| Class | Writhing One |
| Level / Exp | 13 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks (servant of Ropeeli) at level 13 on the 8th Profit 122nd year of Ascendancy at 14:29 / 1 |
Primary Stats
| Strength | 29 (base 15) |
| Dexterity | 15 (base 10) |
| Constitution | 25 (base 20) |
| Magic | 52 (base 37) |
| Willpower | 17 (base 10) |
| Cunning | 13 (base 13) |
Resources
| Life | -3/402 |
| Insanity | 45/100 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 0.28112945608422 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 39 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +12% |
| Darkness | +4% |
| Blight | +14% |
| Mind | +5% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18.5 (43.579428603723%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 16 |
| Physical Save | 22 |
| Spell Save | 25 |
| Mental Save | 22 |
Defense: Resistances
| Lightning | + 14%( 70%) |
| Light | + 8%( 70%) |
| Temporal | + 8%( 70%) |
| Blight | + 19%( 70%) |
| Nature | + 6%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 63% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 24% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 346 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 72 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 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 |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | undeterred pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Fatigue +2% Silence Resist +20% Confus Resist +24% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of focus2.0 Encumbrance T1 lite [Ego] Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Bethata (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Str +1 Dex +5 Mag +1 Wil defense ------ Armor +1 Fatigue +1% A cap made of leather. |
| Tool | evasive elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Eilinulaith'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str +3 Wil +3 Con offense ------ On-Hit (Melee): * 10% chance to slow global speed by 37% defense ------ Resistance +6% blight Physical save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | wizard's copper ring of blight (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% blight defense ------ Resistance +10% blight Spell save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Alatozor the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Wil offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+2 eff.) defense ------ Crit Resistance 5.00% Mind save +15 (+8 eff.) other ------- EQ when Hit +0.12 Infravision +2 A belt that goes around your waist. |
| In main hand | iron waraxe 'Hanatodin' (105% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Arcane Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Physical Crit +1.0% Physical Power +10 (+4 eff.) defense ------ Resistance +5% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% One-handed war axes. |
| On hands | radiant iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 light Damage +3% light Accuracy +11 (+4 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% light Unarmed combat: Weapon Damage 104% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +6.0% Attack Speed 83% On Hit: 20% Searing Light level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Silavena (7 def, 10 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Critical power +10.00% defense ------ Armor +10 Defense +7 (+7 eff.) Fatigue +12% A suit of armour made of mail. |
| Cloak | Thunderrazor (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Damage +3% lightning +9% fire Ignore resists +15% lightning +10% fire defense ------ Defense +1 (+1 eff.) Resistance +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Dazzleterror0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Power +10 (+4 eff.) Damage +9% light Ignore Armor +2 defense ------ Armor +2 Resistance +11% lightning Stun Resist +23% Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 556%; 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 increase movement speed by 556% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 149; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 149 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Amundur0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +2 Wil defense ------ Crit Resistance 5.00% Spell save +3 (+1 eff.) Amulets make your neck look great! |
copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +10% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 162 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
steel dagger 'Velata' (108% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane/Master Weapon Damage 108% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 cold On Critical: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Str offense ------ Physical Crit +6.0% Physical Power +6 (+2 eff.) other ------- Light +2 Infravision +1 See Invisibility +3 Sharp, short and deadly. |
iron longsword (101% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
short elm starstaff of illumination (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 1H weapon [Ego] Nature/Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Defense +5 (+5 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 74.93 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Infernowing the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% fire On-Hit (Melee): * 10 arcane resource burn * 20% chance to slow global speed by 37% defense ------ Resistance +3% light +3% fire +3% darkness +3% mind Life Regen +0.60 Healmod +11% A belt that goes around your waist. |
Kindlequell1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Damage +6% cold +12% fire Ignore resists +5% lightning Against +17% Summoned When Hit 6 cold defense ------ Resistance +3% fire Resist Against +17% Summoned A belt that goes around your waist. |
grounding rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Nature While equipped: defense ------ Fatigue -4% Resistance +6% lightning +5% temporal other ------- Encumbrance +20 A belt that goes around your waist. |
woollen robe 'Bregagen' (2 def, 2 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +12% darkness +10% blight defense ------ Armor +2 Defense +2 (+2 eff.) Resistance +10% blight +18% darkness +9% all Physical save +15 (+7 eff.) other ------- Hate-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hazeravage the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +20% physical defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +9% cold Life Regen +2.00 Cut Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Obsidianglory the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +6% acid Ignore resists +10% acid defense ------ Armor +1 Resistance +9% acid +3% cold +3% darkness Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
blood-soaked pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Ignore Armor +4 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. |
Gudamira the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Physical Power +5 (+2 eff.) Ignore resists +10% physical defense ------ Armor +3 Fatigue +5% Unlife -80.00 life other ------- Stamina/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Spiderreaper the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +3% mind Spell save +9 (+4 eff.) Blind Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Gloomkiss' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Dex +3 Mag +2 Wil offense ------ Damage +6% darkness +12% light defense ------ Armor +1 Fatigue +1% Resistance +5% fire +6% cold Crit Resistance 5.00% A cap made of leather. |
stabilizing rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue +1% Physical save +12 (+6 eff.) A cap made of leather. |
reinforced iron shield (0 def, 3 armour, 38.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +3 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
6 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. |
Lelerab (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +5 Mag defense ------ Resistance +3% temporal other ------- Max vim +10.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Cystseam'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +9% nature Ignore resists +5% nature When Hit 4 nature 12 fire defense ------ Resistance +12% temporal +6% fire Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% 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. |
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. |
Xanebrelle the iron torque of gale force [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex +1 Con defense ------ Life +40.00 Life Regen +2.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of mindblast [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Rimesting [power 122] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% light +3% cold Ignore resists +20% mind defense ------ Resistance +3% mind Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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. |
5 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ropeeli the Drem Writhing One level 10
24th Voratun 122nd year of Ascendancy at 09:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ropeeli the Drem Writhing One level 10
24th Voratun 122nd year of Ascendancy at 09:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ropeeli the Drem Writhing One level 10
31st Voratun 122nd year of Ascendancy at 13:48 see stats
Log
Ropeeli receives 162 healing from Infusion: Healing.
Ropeeli casts Carrion Feet.
Deep Wound from Decaying devourer hits Arawe the thief for 0 physical damage.
Arawe the thief receives 20 healing from Temporal Restoration Field.
Bleeding from Ropeeli hits Arawe the thief for 39 physical damage.
Bleeding from Ropeeli hits Elildanne the bandit for 32 physical damage.
Bleeding from Ropeeli killed Elildanne the bandit!
Arawe the thief uses Flare.
Ropeeli loses sight!
Ropeeli casts Rune: Shatter Afflictions.
Ropeeli recovers sight.
A shield forms around Ropeeli.
Deep Wound from Decaying devourer hits Arawe the thief for 0 physical damage.
Arawe the thief receives 20 healing from Temporal Restoration Field.
Bleeding from Ropeeli hits Arawe the thief for 42 physical damage.
Ropeeli is no longer out of phase.
Emelolralramira the bandit strafes with his steamguns!
Your shield crumbles under the damage!
The shield around Ropeeli crumbles.
Siloba the bandit's Static Shot performs a ranged critical strike against Ropeeli!
Character control switched to worm that walks (servant of Ropeeli).
Siloba the bandit's Static Shot hits Ropeeli for (64 absorbed), 0 lightning, (6 absorbed), 0 cold, (2 absorbed), 2 nature, 0 arcane, 61 lightning, 6 cold, 4 nature, 0 arcane (72 total damage).
Siloba the bandit's Static Shot hits Ropeeli for 90 lightning, 6 cold, 4 nature, 0 arcane, 3 cold, 63 lightning, 6 cold, 4 nature (176 total damage).
Decaying devourer hits Emelolralramira the bandit for 41 physical damage.
Siloba the bandit's Static Shot killed Ropeeli!
Worm that walks (servant of Ropeeli) casts Self-destruction.
Character control switched to Ropeeli.
Decaying devourer no longer revels in blood quite so much.














































































