









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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:
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.
Wilder Balance 1.7.4Balances a bit the Wyrmic and Stone Warden classes. Wyrmic: Wyrmic is now a hybrid mindstar user and mindcaster class, Wyrmic do not need now physical power as apply power, just mindpower. This addon does not interact with DLC contents. - starts with Cunning - Survival unlocked - Wing Buffet now deals devouring fire damage, applies Wet, cooldown is lower - Ice Claw cooldown is lower - Swallow deals physical damage, apply power is mindpower - Lightning Speed cooldown is lower, removed the colour & blur - Corrosive Mist is now a shielding talent - Prismatic Slash is passive, inceasing the radius of Claw talents Stone Warden: - Deeprock is instant, lower cooldown - Eldritch Fury is a low cooldown spell projectile that deals damage according to Block value - Stone & Crystal Halves now cannot take life damage from the player (killing your own summons were bad...) - Shards sustain gives physical resistance (to have synergie with Mountainhewn) - Rockwalk and Rockswallow are now teleports (you can have Out of Phase now), the heal and the damage can mind crit 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 15 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Glomissra the large brown snake at level 15 on the 64th Haze 122nd year of Ascendancy at 20:59 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 47 (base 41) |
| Willpower | 32 (base 32) |
| Cunning | 17 (base 11) |
Resources
| Life | -144/287 |
| Mana | 126/330 |
| Healing Factor | 1.1097162075846 |
| Regeneration | 2.4968614670654 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 6 |
| Crit Chance | 5% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Darkness | +9% |
| Fire | +20% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Lightning | +5% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 0 |
| Physical Save | 13 |
| Spell Save | 26 |
| Mental Save | 32 |
Defense: Resistances
| Lightning | + 33%( 70%) |
| Nature | + 20%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 45%( 70%) |
| Mind | + 23%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 30 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| 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 (57 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| 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 86 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 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 failed to protect the injured seer from death by Rakshor 2.0. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)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 |
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 |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | restorative pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Nature While equipped: defense ------ Armor +1 Life Regen +2.00 Healmod +10% A pair of boots made of leather. |
| Light source | Jetbile2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn * 10% chance to reduce damage dealt by 15% defense ------ Resistance +9% mind Life +43.00 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 | Glyra the Blazeking (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% fire Ignore resists +5% cold When Hit 2 nature defense ------ Defense +1 (+1 eff.) Resistance +18% lightning, +15% fire A pointy cloth hat, very wizardly... |
| Tool | elm wand of lightning storm 'Duskmark' [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% mind, +9% darkness Ignore resists +5% lightning defense ------ Resistance +3% lightning, +15% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (133 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savior's copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | Blazebreaker the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Cun +5 offense ------ Ignore resists +15% acid When Hit 2 lightning defense ------ Fatigue -5% other ------- Encumbrance +22 Psi when Hit +0.12 Rings make your fingers look great! |
| Around 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. |
| In main hand | surging ash magestaff of warding (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane 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 +2% Spellpower +6 (+3 eff.) Spellpower/crit +2 Damage +15% lightning defense ------ Armor +4 Defense +4 (+4 eff.) other ------- Wards +2 lightning Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Main armor | mindwoven elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +15% all Mind save +21 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Issyyatotar the Shadecast (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Dex +2, Cun +1, Con +1 offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Defense +1 (+1 eff.) Resistance +6% nature Crit Resistance 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: Stats Mag +1 offense ------ Spellpower/crit +2 other ------- Mana/turn +0.20 Max mana +22.00 Amulets make your neck look great! |
Inventory
healing infusion (heal 43; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 43 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the sneak (range 4; phase 12; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. 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. |
starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light, +10% darkness Blind Resist +21% Amulets make your neck look great! |
marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Dex +4 offense ------ Accuracy +8 (+8 eff.) Rings make your fingers look great! |
Shadefury (100% power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Wil +1 offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+2 eff.) Damage +10% lightning, +9% arcane +9% darkness other ------- Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Cutharig' (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Con +1 offense ------ Spell Crit +1% Mind Crit +4% Spellpower +3 (+2 eff.) Damage +10% darkness Ignore resists +5% arcane defense ------ Armor +5 Defense +5 (+5 eff.) Resistance +5% arcane other ------- EQ when Hit +0.12 Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Borazilanarirath (114% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon Reqs Str 11 [Rare] Disrupt Weapon Damage 114% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Damage Against +9% Unnatural While equipped: Stats Cun +3, Wil +3 offense ------ Mindpower +5 (+2 eff.) defense ------ Physical save +12 (+9 eff.) Disease Resist +10% other ------- EQ when Hit +0.12 Max hate +4.00 Massive two-handed swords. |
iron greatsword (113% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon Reqs Str 11 [Normal] Weapon Damage 113% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
thought-forged iron greatsword of massacre (126% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon Reqs Str 11 [Ego] Master/Psionic Weapon Damage 127% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +7 mind, +19 item expose On Hit: * 19% chance to reduce all saves and defense by 18 While equipped: Stats Cun +2, Wil +3 Massive two-handed swords. |
Kilnbreacher the iron longsword (107% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon Reqs Str 11 [Rare] Nature Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +7 nature On-Hit, radius 1 +4 acid, +4 fire While equipped: offense ------ Damage +6% acid defense ------ Resistance +3% acid, +9% nature +3% darkness Sharp, long, and deadly. |
Stardeath the iron longsword (102% power, 5 apr)3.0 Encumbrance T1 longsword 1H weapon Reqs Str 11 [Rare] Psionic Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +6 darkness, +4 physical Damage Against +7% Living While equipped: offense ------ Ignore Armor +2 When Hit 4 light defense ------ Resistance +6% light Physical save +9 (+8 eff.) Sharp, long, and deadly. |
balanced steel dagger (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +8 (+8 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +24% Sharp, short and deadly. |
balanced steel dagger of massacre (120% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+5 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +26% Sharp, short and deadly. |
nature's mossy mindstar of life (72% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +2% nature defense ------ Resistance +3% blight Life +10.00 Life Regen +0.50 Disease Resist +11% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming vined mindstar of life (81% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 82% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Life +10.00 Life Regen +0.70 Healmod +10% Heal-on-summon +10 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
keeper's elm longbow4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: offense ------ Damage +14% physical, +12% temporal Ignore resists +8% physical, +8% temporal other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
pouch of steel shots 'Nerywe' (23/23, 118% power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Random Unique] Arcane/Psionic Weapon Damage 119% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 23 On-ranged-hit +20 item expose, +8 physical On-Hit, radius 1 +20 mind, +5 fire On Hit: * 20% chance to reduce all saves and defense by 18 * Create an explosion dealing 68 lightning damage (1/turn) * 20% chance to knock the target back 3 spaces and deal 99 physical damage Shots are used with slings to pummel your foes to death. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+12 eff.) Resistance +7% all, +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
spellwoven Rags of the Sanctuary of corrosion (+18%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane/Nature While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Damage +12% acid defense ------ Resistance +18% acid, +7% all Spell save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats Cun +0, Mag +6 offense ------ Spell Crit +15% Spellpower +15 (+6 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Nature's Blessing (8 def, 6 armour)9.0 Encumbrance T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats Wil +3, Con +4 defense ------ Armor +6 Defense +8 (+8 eff.) Ranged Defense +4 (+4 eff.) Fatigue +8% Resistance +20% nature, +25% arcane Spell save +18 (+9 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
rejuvenating cured leather armour of command (13 def, 9 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego+] Nature/Psionic While equipped: Stats Cun +2 defense ------ Armor +9 Defense +13 (+13 eff.) Fatigue +7% Mind save +10 (+5 eff.) Life Regen +3.00 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
cleansing rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Disrupt/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +5% acid, +6% blight Physical save +5 (+5 eff.) 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, +6% temporal other ------- Encumbrance +20 A belt that goes around your waist. |
insulating rough leather belt1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +6% fire, +5% cold A belt that goes around your waist. |
rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +3 (+3 eff.) defense ------ Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerira the Cleansewish (0 def, 8 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Random Unique] Nature/Psionic While equipped: offense ------ On-Hit 8 lightning, 6 physical Damage +6% lightning, +5% physical +3% light Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Armor +8 Fatigue +3% Resistance +6% lightning Life Regen +2.00 other ------- Stamina/turn +0.80 Max stamina +10.00 Light +2 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. |
linen wizard hat 'Bleakswift' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Mag +2 offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Defense +1 (+1 eff.) Resistance +6% lightning, +5% temporal +6% darkness Crit Resistance 5.00% other ------- Light +2 Infravision +3 A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of frost (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +11% cold defense ------ Defense +1 (+1 eff.) Resistance +16% cold other ------- Psi/turn +0.11 A pointy cloth hat, very wizardly... |
Armirachik the Chargekarma (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% lightning, +11% fire Ignore resists +25% mind When Hit 4 mind defense ------ Defense +1 (+1 eff.) Resistance +9% nature, +16% fire A pointy cloth hat, very wizardly... |
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.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +2 defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Rootwar [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% nature Ignore resists +15% acid defense ------ Resistance +3% darkness Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 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. |
elm totem of stinging [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Lelaharastir the ash wand of shielding [power 182] (20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: defense ------ Resistance +6% acid, +3% light +3% darkness Life Regen +2.00 Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce fatigue by 26% for 2 turns. 100% to reduce 1 talent cooldowns by 2. 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rakshor 2.0 the Cornac Archmage level 13
15th Dusk 122nd year of Ascendancy at 15:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rakshor 2.0 the Cornac Archmage level 10
5th Mirth 122nd year of Ascendancy at 10:51 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Rakshor 2.0 the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 02:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rakshor 2.0 the Cornac Archmage level 13
10th Flare 122nd year of Ascendancy at 15:21 see stats
Log
Rakshor 2.0 deactivates Disruption Shield.
Rakshor 2.0's disruption shield collapses and then explodes in a powerful manastorm!
Rakshor 2.0's Disruption Shield has been deactivated!
Glomissra the large brown snake hits Rakshor 2.0 for 133 mind damage.
Talent Command Staff is ready to use.
Talent Congeal Time is ready to use.
Talent Teleport is ready to use.
Glomissra the large brown snake uses Mindlash.
The fabric of space around Rakshor 2.0 stabilizes to normal.
Glomissra the large brown snake converts some damage to Psi!
Rakshor 2.0 teleports some damage to Glomissra the large brown snake!
Glomissra the large brown snake hits Glomissra the large brown snake for 1 to psi, 3 teleported (4 total damage).
Glomissra the large brown snake hits Rakshor 2.0 for (3 teleported), 84 physical (84 total damage).
Rakshor 2.0's arcane area effect hits Glomissra the large brown snake for 2 to psi, 3 arcane (4 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Glomissra the large brown snake uses Sleep.
Rakshor 2.0 has been put to sleep.
Rakshor 2.0 is suffering from insomnia.
Rakshor 2.0 is not stunned anymore.
Glomissra the large brown snake converts some damage to Psi!
Rakshor 2.0's arcane area effect hits Glomissra the large brown snake for 4 to psi, 5 arcane (9 total damage).
Glomissra the large brown snake uses Mind Sear.
Glomissra the large brown snake's mind surges with critical power!
Glomissra the large brown snake hits Rakshor 2.0 for 220 mind damage.
Rakshor 2.0 the level 15 cornac archmage was psyched to death by Glomissra the large brown snake on level 2 of Norgos Lair.
Rakshor 2.0 is no longer sleeping.





















































































