











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. 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 | Female |
| Race | Shalore |
| Class | Arcane Blade |
| Level / Exp | 12 / 41% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 36 (base 22) |
| Dexterity | 24 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 45 (base 36) |
| Willpower | 15 (base 10) |
| Cunning | 21 (base 17) |
Resources
| Life | 258/258 |
| Mana | 126/126 |
| Stamina | 126/126 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 0.25242905189616 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 21.970039208598 |
| See Invisible | 24.970039208598 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 36 |
| Crit Chance | 19% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Lightning | +10% |
| Nature | +10% |
| Cold | +6% |
| Physical | +11% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +10% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 22.49285597982 (35.65183292883%) |
| Defense | 32 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 20 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 15%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 28%( 70%) |
| Temporal | + 10%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Pinning Resistance | 19% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 28% |
Inscriptions (4/4)
| 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 247 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 64 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 624% 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. |
Class Talents
| Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Feather Wind |
| talent | Shielding |
| talent | Stone Skin |
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 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 must explore the renegade Shaloren camp. | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+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 |
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 | Mayeth the Shockrigor (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Damage +12% acid +3% fire Ignore resists +15% lightning Ignore Armor +3 defense ------ Armor +1 A pair of boots made of leather. |
| Light source | brass lantern 'Lustrequell'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +4 Dex +1 Mag offense ------ Ignore resists +10% light When Hit 11 fire defense ------ Resistance +6% fire Crit Resistance 5.00% other ------- Light +3 See Invisibility +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 | iron helm of the bounder (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +6 Str +6 Dex 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 95.6 Physical damage. If the attack hits, the target is confused (32% 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. |
| Tool | extending ash wand of shielding [power 194] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 250 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of nature (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +10% nature defense ------ Armor +4 Resistance +20% nature Rings make your fingers look great! |
| On fingers | mule's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% lightning defense ------ Fatigue -5% Resistance +20% lightning other ------- Encumbrance +22 Rings make your fingers look great! |
| Around waist | Chandur the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Wil offense ------ Mind Crit +2% defense ------ Armor +8 Fatigue -5% Resistance +3% lightning Physical save +9 (+5 eff.) other ------- Encumbrance +23 A belt that goes around your waist. |
| In main hand | Balancemoon (115% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 115% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +4 darkness +12 lightning On Hit: * 10% chance to slow global speed by 37% While equipped: offense ------ Accuracy +7 (+4 eff.) On-Hit (Melee): * 20% chance to slow global speed by 37% defense ------ Defense +9 (+5 eff.) Disarm Resist +28% Massive two-handed swords. |
| On hands | corrosive iron gauntlets of strength (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 5 acid Damage +4% acid defense ------ Armor +1 Fatigue +1% Resistance +5% acid 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 | Hazeparry the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +4.0% Damage +11% physical defense ------ Resistance +11% physical +9% cold +7% all other ------- Stamina/turn +1.00 Max stamina +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Strikesage' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Wil +1 Con offense ------ Mind Crit +1% When Hit 6 lightning defense ------ Defense +1 (+1 eff.) Mind save +6 (+4 eff.) other ------- Max hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glorydamira the Winterhash0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +6% cold Ignore resists +15% temporal defense ------ Resistance +6% blight +3% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 76; 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 instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 78; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 78 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 62; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. 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. |
wild infusion of the psychic (res 18%; physical; dur 3; 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 cure yourself of one random physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 20%; physical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 24%; physical; dur 4; 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 cure yourself of one random physical effect and reduce all damage taken by 24% 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. |
shatter afflictions rune of the sneak (absorb 53; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 53 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 Cunning stat. 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 strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% mind Confus Resist +25% Amulets make your neck look great! |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
Shadowrock0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +6% fire Ignore resists +15% fire Accuracy +6 (+3 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 11% defense ------ Resistance +6% darkness Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
Glimmersquall (108% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Nature Weapon Damage 108% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 nature On-Hit, radius 1 +8 light While equipped: Stats +3 Cun +3 Con Massive two-handed battleaxes. |
balanced iron greatmaul (116% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Master Weapon Damage 116% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +29% Massive two-handed mauls. |
iron greatsword (107% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 107% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
Cyruldaba the ash magestaff (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +11.00% Spellpower +10 (+5 eff.) Damage +15% lightning +3% mind +3% acid Ignore Shields +10% defense ------ Defense +12 (+6 eff.) Resistance +6% mind Shield Power +6% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cracklepiety the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +9% mind When Hit 6 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 12 defense ------ Resistance +6% lightning +6% light +7% darkness A belt that goes around your waist. |
Eraresin the Willowguile (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5% nature defense ------ Defense +1 (+1 eff.) Resistance +6% nature +12% temporal Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Voregada' (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: defense ------ Defense +6 (+3 eff.) Resistance +6% mind Spell save +5 (+3 eff.) Mind save +5 (+3 eff.) Life +80.00 Life Regen +4.00 Healmod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe of lightning (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+2 eff.) Damage +11% lightning defense ------ Resistance +16% lightning +7% all Mind save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Salosetha (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex defense ------ Armor +3 Fatigue -3% Resistance +12% fire Crit Resistance 10.00% Physical save +6 (+3 eff.) other ------- Encumbrance +20 Infravision +1 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 'Emurewyn' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Wil +3 Con defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal other ------- Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Glowspike' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Wil offense ------ Mind Crit +1% Ignore resists +25% light defense ------ Armor +1 Fatigue -4% Physical save +6 (+3 eff.) other ------- Encumbrance +22 Max hate +4.00 A pair of boots made of leather. |
Adanne (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Mind Crit +1% Critical power +10.00% Damage +4% arcane defense ------ Armor +1 Fatigue +1% other ------- Psi when Hit +0.08 Max psi +30.00 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. |
Bethalle (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex +2 Mag defense ------ Armor +1 Fatigue +1% Physical save +11 (+6 eff.) other ------- Light +1 A cap made of leather. |
Lightterror (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Physical Power +15 (+5 eff.) Damage +3% light +11% physical Ignore resists +5% darkness When Hit 8 light defense ------ Defense +1 (+1 eff.) Resistance +11% physical A pointy cloth hat, very wizardly... |
Quenchnull (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Mag +2 Wil +2 Con defense ------ Defense +1 (+1 eff.) Resistance +3% cold Physical save +6 (+3 eff.) other ------- Light +2 See Invisibility +3 A pointy cloth hat, very wizardly... |
Ragendil (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +6 Con offense ------ Ignore Armor +1 defense ------ Armor +1 Fatigue +1% other ------- Stamina/turn +1.00 Light +3 See Invisibility +3 A cap made of leather. |
Zanadir the Ebonytyphoon (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Mag offense ------ Spell Crit +1% Ignore resists +5% arcane When Hit 2 arcane defense ------ Armor +1 Fatigue +1% Resistance +6% darkness other ------- Vim-on-crit +1.00 A cap made of leather. |
linen wizard hat 'Arima' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun defense ------ Defense +1 (+1 eff.) Physical save +3 (+2 eff.) Spell save +3 (+2 eff.) Mind save +6 (+4 eff.) Life +60.00 Life Regen +4.00 Healmod +5% other ------- Max psi +30.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Galyrek' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Wil offense ------ Physical Power +20 (+7 eff.) defense ------ Armor +1 Fatigue +1% Crit Resistance 5.00% Physical save +3 (+2 eff.) other ------- Stamina/turn +1.00 Infravision +1 See Invisibility +3 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 95.6 Physical damage. If the attack hits, the target is confused (32% 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 cap made of leather. |
Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+3 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 44.53 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
5 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. |
iron pickaxe 'Singewish' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +6% fire On-Hit (Melee): * 10% chance to slow global speed by 37% defense ------ Resistance +6% light +5% arcane +3% mind other ------- Infravision +2 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 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glowoblivion2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% light +3% mind defense ------ Resistance +9% light other ------- Light +8 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 241/400 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. |
iron torque of mindblast [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
2 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. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tisan the Shalore Arcane Blade level 10
1st Summertide 122nd year of Ascendancy at 19:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tisan the Shalore Arcane Blade level 7
4th Mirth 122nd year of Ascendancy at 16:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tisan the Shalore Arcane Blade level 7
6th Mirth 122nd year of Ascendancy at 15:45 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Hotkey page 3 is now displayed.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Space around you starts to dissolve...
Resting starts...
You are yanked out of this place!
Rested for 40 turns (stop reason: dialog is displayed).
You gain 1.11 gold from the transmogrification of iron mail armour of fire resistance (2 def, 4 armour).
You gain 0.10 gold from the transmogrification of pair of rough leather boots (0 def, 1 armour).
You gain 0.78 gold from the transmogrification of enveloping linen cloak (7 def, 0 armour).
You gain 2.74 gold from the transmogrification of potent elm magestaff of warding (107% power, 2 apr, cold element).
You gain 0.25 gold from the transmogrification of elm magestaff (100% power, 2 apr, lightning element).
You gain 3.05 gold from the transmogrification of mighty rough leather sling of dampening.
You gain 4.08 gold from the transmogrification of elemental iron mace of daylight (104% power, 2 apr).
You gain 1.00 gold from the transmogrification of iron greatsword of projection (111% power, 1 apr).
You gain 2.35 gold from the transmogrification of arcing iron greatsword of daylight (111% power, 1 apr).
You gain 4.00 gold from the transmogrification of Unerring Scalpel (111% power, 25 apr).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a Elvala (Town) here (press '' or right click to use).
Today is the 15th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
There is an exit to the worldmap here (press '' or right click to use).
Saving done.
Saving game...
Saving done.





















































































