










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 | Shalore |
| Class | Arcane Blade |
| Level / Exp | 17 / 24% |
| Size | big |
| Lifes / Deaths | Killed by deformed giant venus flytrap at level 17 on the 63rd Dusk 122nd year of Ascendancy at 00:15 / 1 |
Primary Stats
| Strength | 35 (base 20) |
| Dexterity | 24 (base 10) |
| Constitution | 32 (base 16) |
| Magic | 65 (base 43) |
| Willpower | 13 (base 10) |
| Cunning | 38 (base 18) |
Resources
| Life | -3/519 |
| Mana | 17/234 |
| Stamina | 132/172 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 2.6379945364263 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 29.641450861482 |
| See Invisible | 29.641450861482 |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 38 |
| Crit Chance | 18% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +23% |
| Lightning | +6% |
| Nature | +27% |
| Physical | +6% |
| Cold | +13% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Fire | +10% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 1 |
| Physical Save | 23 |
| Spell Save | 29 |
| Mental Save | 24 |
Defense: Resistances
| Physical | + 16%( 70%) |
| Acid | + 25%( 70%) |
| Light | + 21%( 70%) |
| Nature | + 21%( 70%) |
| Darkness | + 33%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 31%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
| Stun Resistance | 21% |
| Disarm Resistance | 22% |
| Poison Resistance | 25% |
| Blind Resistance | 23% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 385 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (13 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 611% 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 |
| 3/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 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 |
| 5/5 |
| 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 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Nerutha the multi-hued crystal. Escort: lost warrior (level 3 of Scintillating Caves) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 within | active |
Equipment
| On feet | Gleamumbra (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Str +4 Con offense ------ Mind Crit +2% Damage +3% light +6% physical Ignore resists +25% mind defense ------ Armor +1 other ------- Size +1 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Shimmermonster (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +15% nature +6% lightning Ignore resists +10% lightning When Hit 6 lightning defense ------ Armor +1 Fatigue +1% A cap made of leather. |
| Tool | elm totem of healing 'Carrionfear' [power 116] (13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +6 Cun +1 Mag defense ------ Resistance +5% arcane +3% nature +6% darkness Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to heal for 45. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Flashream the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +1 Con offense ------ Damage +9% light Ignore resists +10% fire When Hit 2 fire defense ------ Spell save +11 (+5 eff.) Life +23.00 Life Regen +2.00 Disarm Resist +22% Pinning Resist +20% Stun Resist +21% Knockbk Resist +23% other ------- Max stamina +17.00 Light +1 Rings make your fingers look great! |
| On fingers | pixie's copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +5 Mag offense ------ Spellpower +6 (+2 eff.) On-Hit 14 light On-Ranged-Hit 14 light Damage +11% light Rings make your fingers look great! |
| Around waist | spiritwalker's rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +4 (+2 eff.) defense ------ Mind save +6 (+3 eff.) other ------- Mana/turn +0.12 Max mana +23.00 A belt that goes around your waist. |
| In main hand | Jetvein (138% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +9 cold On-Hit, radius 1 +9 fire On Hit: * 10% chance to reduce damage dealt by 13% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% defense ------ Resistance +6% darkness +3% cold Massive two-handed mauls. |
| On hands | naturalist's hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 nature Damage +4% nature Accuracy +12 (+4 eff.) defense ------ Armor +2 Resistance +7% nature Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On-crit, radius 2 +7 nature On Hit: 10% Venomous Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe 'Erogas' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +1 Dex +8 Con offense ------ Damage +10% acid +13% cold +8% nature defense ------ Resistance +15% acid +19% cold +1% physical +9% all Mind save +6 (+3 eff.) Poison Resist +25% Disease Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Getimagen the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Resistance +3% physical Physical save +3 (+1 eff.) Life +33.00 other ------- Mana/turn +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% light +12% darkness Blind Resist +23% Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 177; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. 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 wizard (heal 332; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 332 life over 5 turns. 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. |
wild infusion of the wizard (res 29%; mental; dur 4; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 28%; magical; dur 2; 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 cure yourself of one random magical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the sneak (absorb 58; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 58 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. |
shielding rune of the sneak (absorb 177; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 177 damage for 3 turns. 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. |
shielding rune of the warrior (absorb 159; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 159 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Sparkdeath'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Mind Crit +1% Damage +9% mind defense ------ Resistance +11% mind +6% lightning Confus Resist +23% other ------- EQ when Hit +0.08 Psi when Hit +0.16 Max hate +2.00 Amulets make your neck look great! |
copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
Glowresolve0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +9% light When Hit 6 light defense ------ Armor +6 Resistance +6% darkness Physical save +3 (+1 eff.) Mind save +6 (+3 eff.) Confus Resist +24% Pinning Resist +10% Rings make your fingers look great! |
Sleetblast0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +9% acid +3% cold +10% mind defense ------ Resistance +15% acid +10% mind +5% arcane Rings make your fingers look great! |
Torylendur the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Critical power +5.00% Damage +3% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Armor +4 Crit Resistance 15.00% Physical save +7 (+3 eff.) Spell save +7 (+3 eff.) Mind save +8 (+4 eff.) 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! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Flashraven'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% cold Ignore resists +10% fire defense ------ Armor +2 Resistance +3% acid +3% blight +22% cold +3% mind +9% fire Unlife -40.00 life Rings make your fingers look great! |
copper ring of arcana (+0.11/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +20% other ------- Mana/turn +0.11 Rings make your fingers look great! |
psionicist's copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% fire defense ------ Resistance +20% fire Mind save +6 (+3 eff.) Rings make your fingers look great! |
savior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
Drake's Bane (156% power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 156% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+4 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 106.54 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Drondur the steel greatmaul (146% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 147% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +7 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Damage +9% acid defense ------ Healmod +5% Cut Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Massive two-handed mauls. |
Stormwoe (161% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 161% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 nature While equipped: offense ------ Ignore resists +15% lightning On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Resistance +9% lightning Massive two-handed mauls. |
iron greatsword (116% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 116% 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. |
steel greatsword of rage (120% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 121% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +9% physical Accuracy +7 (+2 eff.) Massive two-handed swords. |
Lustrebreaker (103% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 104% 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 +5 nature While equipped: offense ------ Damage +3% light defense ------ Resistance +9% blight Crit Resistance 5.00% Cut Resist +10% other ------- Light +1 One-handed war axes. |
Glintrazor the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +6 Lck offense ------ Damage +6% blight defense ------ Resistance +6% blight +12% light Stealth +6 other ------- Disarm Traps +6 Infravision +4 A belt that goes around your waist. |
Glorassra1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Armor +2 Resistance +3% blight +3% cold +3% nature +1% physical Mind save +6 (+3 eff.) Life Regen +4.00 A belt that goes around your waist. |
Gloruvea the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Con offense ------ Critical power +10.00% Ignore Armor +1 defense ------ Defense +10 (+10 eff.) Resistance +3% mind +2% physical Stealth +6 A belt that goes around your waist. |
Icejeer the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +5% cold defense ------ Resistance +6% lightning +5% arcane +3% mind Life +37.00 Knockbk Resist +20% A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Scorchreign'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% temporal Ignore resists +20% temporal defense ------ Resistance +3% temporal +3% fire Life Regen +0.80 Healmod +11% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
linen robe of the mountain (+11%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% physical defense ------ Resistance +7% all +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of protection (3 def, 3 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature/Master While equipped: Stats +2 Con offense ------ Damage +8% nature defense ------ Armor +3 Defense +3 (+3 eff.) Resistance +9% all Physical save +15 (+7 eff.) Poison Resist +21% Disease Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethossra the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) defense ------ Armor +1 Resistance +3% lightning +9% temporal Physical save +15 (+7 eff.) Cut Resist +20% Pinning Resist +10% A pair of boots made of leather. |
Duathelwinnow the pair of iron boots (4 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Cun defense ------ Armor +3 Defense +4 (+4 eff.) Fatigue +2% Resistance +6% darkness other ------- Light +3 Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glarewake (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +3 Fatigue +2% Physical save +3 (+1 eff.) Poison Resist +20% Disarm Resist +20% Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.0 Power cost 22 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glowmistress (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Cun +3 Wil offense ------ Mind Crit +1% Ignore resists +10% light defense ------ Armor +1 Life Regen +2.00 Healmod +11% other ------- EQ when Hit +0.04 A pair of boots made of leather. |
Lightfoe (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+2 eff.) Ignore resists +10% light Ignore Shields +20% When Hit 2 light defense ------ Armor +1 other ------- Vim-on-crit +1.00 A pair of boots made of leather. |
Mayybressra the pair of rough leather boots (18 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Defense +18 (+14 eff.) Resistance +5% arcane Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max vim +20.00 Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of rough leather boots 'Arthiromirand' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Str +1 Dex defense ------ Armor +1 Resistance +6% lightning +6% temporal +5% arcane other ------- Infravision +2 See Invisibility +6 A pair of boots made of leather. |
traveler's pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bethenne the Taintoracle (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Disrupt/Master While equipped: Stats +3 Str offense ------ Physical Power +19 (+6 eff.) Damage +6% lightning Ignore resists +5% nature Accuracy +13 (+4 eff.) Ignore Armor +15 On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Armor +2 Fatigue +3% Resistance +14% blight Spell save +20 (+10 eff.) Unarmed combat: Weapon Damage 130% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +23 Critical Rate +8.0% Attack Speed 83% On Hit: * 25% chance to slow global speed by 41% * 24% chance to reduce armor by 34% Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
blighted iron gauntlets of magic (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 5 blight Damage +3% blight +4% arcane defense ------ Armor +1 Fatigue +1% Resistance +5% blight Unarmed combat: Weapon Damage 104% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +5 arcane On-crit, radius 2 +5 blight +5 arcane On Hit: 20% Soul Rot level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 109% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Aerunne the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +7 Str offense ------ Damage +11% cold Ignore resists +5% acid defense ------ Defense +1 (+1 eff.) Resistance +16% cold Crit Resistance 5.00% other ------- Light +3 A pointy cloth hat, very wizardly... |
rough leather cap 'Eilinita' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +3 Dex +1 Con offense ------ Damage +6% mind defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +7% temporal +9% mind A cap made of leather. |
rough leather cap 'Loamcut' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% lightning Ignore resists +10% lightning When Hit 2 nature On-Hit (Melee): * 10% chance to slow global speed by 41% * 20% chance to reduce damage dealt by 13% defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal +6% darkness A cap made of leather. |
8 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. |
47 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 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. |
3 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. |
Blindwyrd the brass lantern2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: Stats +3 Str offense ------ Physical Crit +3.0% Physical Power +5 (+2 eff.) Damage +6% darkness On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Armor +2 Defense +15 (+12 eff.) Resistance +3% all Spell save +5 (+2 eff.) 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. |
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.(56 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 elm wand of shielding [power 170] (25 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
7 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. |
6 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 Illeaai the Shalore Arcane Blade level 10
2nd Summertide 122nd year of Ascendancy at 11:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Illeaai the Shalore Arcane Blade level 7
5th Mirth 122nd year of Ascendancy at 12:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Illeaai the Shalore Arcane Blade level 7
7th Mirth 122nd year of Ascendancy at 02:23 see stats
Log
Ritch flamespitter hits Illeaai for (15 teleported), 56 fire (56 total damage).
Agony from Deformed giant venus flytrap hits Illeaai for 3 mind damage.
Zubuth the sick warg has finished recovering.
Ritch flamespitter spits flames!
Ritch flamespitter hits Illeaai for 48 fire damage.
Illeaai slows down.
Agony from Deformed giant venus flytrap hits Illeaai for 3 mind damage.
Ritch flamespitter spits flames!
Ritch flamespitter hits Illeaai for 48 fire damage.
Zubuth the sick warg uses Instill Fear.
Illeaai becomes paranoid!
Zubuth the sick warg hits Illeaai for 7 mind, 6 darkness (14 total damage).
Illeaai casts Lightning.
Illeaai hits Zubuth the sick warg for 119 lightning damage.
Emelanne the deformed honey tree uses Instant Channeling.
A psionic shield forms around Emelanne the deformed honey tree.
Agony from Deformed giant venus flytrap hits Illeaai for 4 mind damage.
Ritch flamespitter spits flames!
Ritch flamespitter hits Illeaai for 48 fire damage.
Illeaai rushes out!
You can only rush to a creature.
Illeaai rushes out!
You can only rush to a creature.
Agony from Deformed giant venus flytrap hits Illeaai for 5 mind damage.
Illeaai the level 17 shalore arcane blade was mindraped to death by a deformed giant venus flytrap on level 2 of Heart of the Gloom.




























































































