











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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.
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: 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:
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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. 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 | Paradox Mage |
| Level / Exp | 20 / 99% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 14 (base 12) |
| Magic | 50 (base 48) |
| Willpower | 45 (base 39) |
| Cunning | 16 (base 10) |
Resources
| Life | 506/506 |
| Paradox | 300 |
| Healing Factor | 1.1572895330004 |
| Regeneration | 8.0431622543528 |
Speed
| Mental | +1.7763568394003E-13% |
| Attack | +1.7763568394003E-13% |
| Movement | +36.804258065936% |
| Spell | +1.7763568394003E-13% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 4 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Darkness | +10% |
| Temporal | +22% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +5% |
| Light | +25% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 21.016737632304 (35.65183292883%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 40 |
| Mental Save | 33 |
Defense: Resistances
| Nature | + 14%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 15%( 70%) |
| Blight | + 18%( 70%) |
| Darkness | + 44%( 70%) |
| Mind | + 16%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 23% |
| Poison Resistance | 10% |
| Blind Resistance | 21% |
| Silence Resistance | 20% |
| Bleed Resistance | 15% |
| Disarm Resistance | 20% |
| Pinning Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 62% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 52 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Matter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Matter Weaving |
| talent | Energy Decomposition |
| talent | Reality Smearing |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Ce'Niba the ghoul. Escort: injured seer (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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: * You've found the needed green worm. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 black mamba head. * '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.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Blizzardquencher (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Melee Ret 6 cold ----- def ----- Armour +1 Silence- +20% Confus- +23% Stun/Frz- +21% A pair of boots made of leather. |
| Light source | Weepsting the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Melee Ret 4 nature ----- def ----- Armour +2 Defense +10 (+3 eff.) Die.at -20.00 life Max.HP +40.00 ---------- misc Light +4 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 | Phlegmkarma the linen wizard hat (11 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% darkness +3% physical On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Defense +11 (+4 eff.) Resists +15% darkness +3% temporal Die.at -40.00 life Max.HP +40.00 A pointy cloth hat, very wizardly... |
| Tool | Shard of Crystalized Time =2 Con=2.0 T1 misc tool [Unique] Arcane While equipped: Stats +2 Con +4 Wil dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+2 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Res.pen +25% light ----- def ----- Resists +7% nature +5% blight Max.HP +21.00 HP.reg +2.00 Poison- +10% Disease- +14% Disarm- +20% Pinning- +24% Stun/Frz- +20% Knockbk- +22% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Glotha the Dawnreeve0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun ----- def ----- Resists +3% temporal Spell.save +18 (+6 eff.) HP.reg +1.00 Stun/Frz- +21% ---------- misc Light +1 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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 | infernal ash starstaff of channeling (111% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +15.00% Spell.pwr +19 (+6 eff.) Melee+ 19 fire Dmg.mod +15% temporal ---------- misc Mana/turn +0.22 See.Invis +6 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Ivedatha (20 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +3 Str dps ---------- Spell.crit +4% Spell.pwr +10 (+3 eff.) Apr +2 Melee Ret 10 arcane ----- def ----- Armour +2 Defense +20 (+7 eff.) ---------- misc Mana/turn +0.10 Mana/s.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dreamer's linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +7% blight +10% mind +10% darkness +7% all Phys.save +11 (+6 eff.) Spell.save +11 (+4 eff.) Mind.save +20 (+9 eff.) Max.HP +48.00 HP.reg +1.70 Heal.mod +12% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of implacability (7 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +7 (+2 eff.) Phys.save +13 (+7 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Squalorpulverizer0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +10% nature +5% temporal ----- def ----- Fatigue -4% Resists +13% lightning +3% temporal +14% light +15% darkness HP.reg +2.00 Blind- +21% Stun/Frz- +23% Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 507%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 507% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Tundraedge =Stun=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun ----- def ----- Defense +16 (+5 eff.) Resists +3% light +3% cold Crit.chn- 5.00% Blind- +10% Stun/Frz- +20% Rings make your fingers look great! |
lifebinding elm magestaff of illumination (100% power, 2 apr, lightning element) =4 Con=5.0 T1 staff 2H weapon [Ego+] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +6 (+2 eff.) Dmg.mod +10% lightning ----- def ----- Defense +5 (+2 eff.) HP.reg +0.60 Heal.mod +12% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 71.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Poranne the Hellglamour (102% power, 2 apr) =3 Con=3.0 T1 longsword 1H weapon [Rare] Nature Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 nature While equipped: Stats +3 Con +4 Wil dps ---------- Dmg.mod +6% fire Res.pen +5% physical ----- def ----- Crit.chn- 10.00% ---------- misc Stam/turn +3.00 Sharp, long, and deadly. |
Nerylevena the steel mace (104% power, 3 apr) =7 Con=3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +5 Wil +7 Con dps ---------- Res.pen +5% acid ----- def ----- Armour +4 Resists +9% temporal +6% light +2% physical Max.HP +35.00 Blunt and deadly. |
Ulorion (75% power, 12 apr, mind damage) =OH?=3.0 T1 mindstar 1H weapon [Rare] Nature Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Mind.pwr +7 (+4 eff.) ----- def ----- Resists +6% blight Die.at -60.00 life Heal.mod +13% Heal/summ +13 Teleport- +10% ---------- misc 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. |
elm longbow 'Bleakspawner' =6 Con=4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 On Hit: * 10% chance to reduce damage dealt by 16% While equipped: Stats +6 Str +8 Dex +6 Mag +6 Wil +6 Cun +6 Con ----- def ----- Resists +6% nature +3% darkness Mind.save +9 (+5 eff.) Silence- +10% Disarm- +10% Longbows are used to shoot arrows at your foes. |
verdant woollen robe of corrosion (+18%) (0 def, 0 armour) =3 Con=2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +8% nature +12% acid ----- def ----- Resists +18% acid +9% all Poison- +20% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour) =4 Con=9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Bokileldil =3 Con=1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex +2 Wil +6 Cun +3 Con ----- def ----- Resists +6% cold +6% fire ---------- misc See.Invis +6 A belt that goes around your waist. |
Girdle of the Calm Waters =Blight=1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Smoldershear (1 def, 0 armour) =4 Con=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Wil +4 Con dps ---------- Dmg.mod +6% mind Res.pen +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Defense +1 (+0 eff.) Resists +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sootrigor the pair of rough leather boots (0 def, 1 armour) =3 Con=2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +3 Con dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +1 Resists +3% darkness Crit.chn- 15.00% ---------- misc Light +3 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 28% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Vilequake the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +3% nature +6% cold +9% light +1% physical Phys.save +3 (+2 eff.) Max.HP +60.00 Disarm- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm of might (0 def, 3 armour) =3 Con=3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
14 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
258 alchemist agate0.0 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. |
Furnacevault the iron pickaxe (dig speed 28 turns) =Dig=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +5% fire ----- def ----- Resists +6% darkness +6% acid Spell.save +3 (+1 eff.) ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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 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. |
elm totem of summon tentacle 'Nerugawen' [power 105] (25 cooldown) =3 Con=2.0 T1 totem charm [Rare] Nature While equipped: Stats +5 Str +2 Dex +2 Mag +1 Wil +3 Con Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 223 Base Damage: 114 Armor: 4 All Resist: 4 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Umbrasun' [power 182] (15 cooldown) =Escorts=2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% darkness +3% arcane Res.pen +25% arcane Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to reduce fatigue by 29% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
Sleetbender the ash wand of shielding [power 188] (20 cooldown) =Escorts=2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% lightning +6% cold Melee Ret 2 lightning ----- def ----- Resists +12% cold Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to gain a 10% chance to evade weapon attacks for 2 turns. 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 XikoParadox the Cornac Paradox Mage level 20
10th Decay 122nd year of Ascendancy at 17:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By XikoParadox the Cornac Paradox Mage level 10
38th Haze 122nd year of Ascendancy at 05:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By XikoParadox the Cornac Paradox Mage level 20
78th Haze 122nd year of Ascendancy at 09:17 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By XikoParadox the Cornac Paradox Mage level 15
62nd Haze 122nd year of Ascendancy at 16:32 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By XikoParadox the Cornac Paradox Mage level 9
34th Haze 122nd year of Ascendancy at 03:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By XikoParadox the Cornac Paradox Mage level 12
45th Haze 122nd year of Ascendancy at 16:07 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By XikoParadox the Cornac Paradox Mage level 17
66th Haze 122nd year of Ascendancy at 03:58 see stats
Wibbly Wobbly Timey Wimey Stuff (Insane (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By XikoParadox the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 20:46 see stats
Log
You gain 1.21 gold from the transmogrification of mindwoven cashmere robe of blight (+10%) (0 def, 0 armour).
You gain 0.92 gold from the transmogrification of cashmere robe of light (+18%) (0 def, 0 armour).
You gain 1.43 gold from the transmogrification of spellwoven woollen robe of fire (+18%) (0 def, 0 armour).
You gain 0.71 gold from the transmogrification of spellwoven woollen robe (0 def, 0 armour).
You gain 1.92 gold from the transmogrification of tundral pouch of steel shots (19/19, 123% power, 2 apr).
You gain 4.44 gold from the transmogrification of steady iron steamgun.
You gain 10.42 gold from the transmogrification of Haliregolach the Glarelash.
You gain 1.32 gold from the transmogrification of vined mindstar of life (87% power, 18 apr, nature damage).
You gain 3.05 gold from the transmogrification of projecting mossy mindstar (75% power, 12 apr, mind damage).
You gain 8.30 gold from the transmogrification of Umbral Razor (129% power, 10 apr).
You gain 1.24 gold from the transmogrification of flaming steel waraxe (103% power, 3 apr).
You gain 16.27 gold from the transmogrification of Urudor (109% power, 3 apr).
You gain 9.54 gold from the transmogrification of steel longsword 'Chamefang' (112% power, 3 apr).
You gain 0.25 gold from the transmogrification of iron longsword (105% power, 2 apr).
You gain 21.40 gold from the transmogrification of Polybrenor the voratun greatsword (171% power, 4 apr).
You gain 1.75 gold from the transmogrification of acidic stralite greatsword (156% power, 3 apr).
You gain 5.53 gold from the transmogrification of balanced steel greatsword of dampening (126% power, 2 apr).
You gain 2.10 gold from the transmogrification of arcing steel greatsword of erosion (122% power, 2 apr).
You gain 0.50 gold from the transmogrification of steel greatmaul (131% power, 2 apr).
You gain 2.50 gold from the transmogrification of potent yew starstaff (129% power, 4 apr, physical element).
You gain 2.63 gold from the transmogrification of surging ash magestaff (111% power, 3 apr, arcane element).
You gain 2.78 gold from the transmogrification of ash vilestaff of warding (111% power, 3 apr, fire element).
You gain 3.43 gold from the transmogrification of ash vilestaff of protection (111% power, 3 apr, darkness element).
You gain 0.50 gold from the transmogrification of ash magestaff (111% power, 3 apr, fire element).
You gain 17.87 gold from the transmogrification of Xunn the ash vilestaff (111% power, 3 apr, blight element).
You gain 11.96 gold from the transmogrification of Elevea the Rainsear (111% power, 3 apr, lightning element).
You gain 0.25 gold from the transmogrification of elm magestaff (100% power, 2 apr, lightning element).
You gain 15.60 gold from the transmogrification of Gulle (100% power, 2 apr, fire element).
You gain 1.31 gold from the transmogrification of insulating steel amulet of constitution (+4).
You gain 1.66 gold from the transmogrification of blink rune (range 4; phase 13; cd 13).






























































































