










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Items Vault 1.5.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines 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: Ashes of Urh'Rok 1.5.0Official 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 1.5.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. Improved Auto-explore and Rest 1.4.9Quality 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. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Archer |
| Level / Exp | 16 / 9% |
| Size | big |
| Lifes / Deaths | Killed by Sileldawen the gloomy giant venus flytrap at level 16 on the 46th Dusk 122nd year of Ascendancy at 21:32 / 1 |
Primary Stats
| Strength | 39 (base 32) |
| Dexterity | 45 (base 43) |
| Constitution | 11 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 8 (base 10) |
| Cunning | 18 (base 12) |
Resources
| Life | -16/437 |
| Stamina | 32/100 |
| Healing Factor | 0.84757300710339 |
| Regeneration | 28.859860891871 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.5% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 25.155423598945 |
| See Invisible | 25.155423598945 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 44 |
| Crit Chance | 41% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +10% |
| Lightning | +43% |
| Fire | +36% |
| Light | +19% |
Offense: Damage Penetration
| Physical | +33% |
| Lightning | +5% |
| Fire | +10% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 4 (38.536585365854%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 18 |
| Mental Save | 9 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Light | + 9%( 70%) |
| Lightning | + 16%( 70%) |
| Mind | + 12%( 70%) |
| Arcane | + 9%( 70%) |
| Fire | + 26%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 169 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 212 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.51 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Effects
| talent | Intuitive Shots |
| talent | Trained Reactions |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 1.71 nature damage per turn and decreasing all heals received by 16%. Insidious Poison |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 35%. Exhaustion |
| beneficial effect | A flow of life spins around the target, regenerating 33.80 life per turn. Regeneration |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved spell save by +4. | done |
You failed to protect the lost anorithil from death by Layathra the large white snake. Escort: lost anorithil (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Disengage (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 within3 lumberjacks have died. | done |
Equipment
| On feet | [vs. The Black Boots (2 def, 1 armour) (On feet)]The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Fatigue: +2% (-) Changes stats: +4(-) Cun Stealth bonus: +10 (-) Movement speed: +12% (-) Shadow Power: +5 (-) Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Quiver | [vs. quiver of yew arrows of crippling (16/16, 136% power, 10 apr) (Quiver, 1 of 2)]quiver of yew arrows of crippling (16/16, 136% power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 136% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 (-) Crit. chance: +16.0% (-) Capacity: 16 (-) On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
| Light source | [vs. Gedhema the Pyrevein (Light source)]Gedhema the Pyrevein Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Changes resistances: +9%(-) fire Changes resistances penetration: +10%(-) fire Changes damage: +9%(-) light / +3%(-) fire Light radius: +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 | [vs. Cloud Caller (0 def, 0 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) light / +10%(-) lightning Changes damage: +10%(-) light / +10%(-) lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 26.09 to 78.28 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| Tool | [vs. iron pickaxe of endurance (dig speed 35 turns) (Tool)]iron pickaxe of endurance (dig speed 35 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% (-) Changes stats: +3(-) Str When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. wizard's copper ring of aether (+10%) (On fingers, 1 of 2)]wizard's copper ring of aether (+10%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Mag Changes resistances: +10%(-) arcane Changes damage: +10%(-) arcane Spell save: +6 (+6 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. wizard's copper ring of aether (+10%) (On fingers, 1 of 2)]copper ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Mag Changes resistances: +0%(-10%) arcane Changes damage: +0%(-10%) arcane Spell save: +0 (+0 eff.) (-6 (-6 eff.)) Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. hardened leather belt of resilience (Around waist)]hardened leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Maximum life: +33.00 (-) A belt that goes around your waist. |
| In main hand | [vs. dragonbone longbow 'Salolerin' (In main hand, 1 of 2)]dragonbone longbow 'Salolerin' Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +10 (-) On weapon hit: * 40% chance to corrode armour by 30% Damage (Ranged): +38(-) lightning / +27(-) fire When wielded/worn: Accuracy: +23 (+8 eff.) (-) Physical crit. chance: +23.0% (-) Changes resistances: +6%(-) acid Changes resistances penetration: +15%(-) acid / +33%(-) physical Changes damage: +27%(-) lightning / +33%(-) fire Maximum hate: +6.00 (-) Mental crit. chance: +5% (-) Damage Shield penetration: +60% (-) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
| On hands | [vs. Strikekarma (0 def, 1 armour) (On hands)]Strikekarma (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) (-) Armour: +1 (-) Damage when hit (Melee): 12(-) lightning Changes stats: +3(-) Dex Changes resistances: +6%(-) lightning Changes resistances penetration: +5%(-) lightning Changes damage: +6%(-) lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. spiked rough leather armour of fire resistance (1 def, 2 armour) (Main armor)]spiked rough leather armour of fire resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+1 eff.) (-) Fatigue: +6% (-) Damage when hit (Melee): 10(-) physical Changes resistances: +17%(-) fire A suit of armour made of leather. |
| Cloak | [vs. resilient linen cloak of Iron Throne (1 def, 0 armour) (Cloak)]resilient linen cloak of Iron Throne (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Str / +1(-) Con Maximum life: +32.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. clarifying gold amulet of mastery (0.21 Technique / Sniper) (Around neck)]clarifying gold amulet of mastery (0.21 Technique / Sniper) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12%(-) mind Talent masteries: +0.21(-) Technique / Sniper Confusion immunity: +22% (-) Amulets can have magical properties. |
Inventory
biting gale rune (25 cold damage; freeze 3 turns with power 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. clarifying gold amulet of mastery (0.21 Technique / Sniper) (Around neck)]copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +0%(-12%) mind Talent mastery: +0.00(-0.21) Technique / Sniper Confusion immunity: +0% (-22%) Amulets can have magical properties. |
[vs. clarifying gold amulet of mastery (0.21 Technique / Sniper) (Around neck)]savior's gold amulet of dexterity (+4) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +0%(-12%) mind Talent mastery: +0.00(-0.21) Technique / Sniper Physical save: +19 (+11 eff.) Spell save: +10 (+6 eff.) Mental save: +10 (+10 eff.) Confusion immunity: +0% (-22%) Amulets can have magical properties. |
[vs. dragonbone longbow 'Salolerin' (In main hand, 1 of 2)]Merkul's Second Eye Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +9 (-1) When this weapon hits: Arcane Eye (100% chance level 4). On weapon hit: * 0% chance to corrode armour by 30% (-40%) Travel speed: +400% Damage (Ranged): +0(-38) lightning / +0(-27) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-23 (-8 eff.)) Physical crit. chance: +0.0% (-23.0%) Damage (Ranged): 25 arcane Changes resistances: +0%(-6%) acid Changes resistances penetration: +0%(-15%) acid / +0%(-33%) physical Changes damage: +0%(-27%) lightning / +0%(-33%) fire Maximum hate: +0.00 (-6.00) Mental crit. chance: +0% (-5%) Light radius: +2 Damage Shield penetration: +0% (-60%) This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. Tap to cycle through comparison choices |
[vs. The Black Boots (2 def, 1 armour) (On feet)]pair of rough leather boots 'Kaharahor' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +1% (-1%) Changes stats: +1 Str / +4 Dex / +0(-4) Cun / +1 Con Changes resistances: +6% lightning / +6% temporal Stealth bonus: +0 (-10) Light radius: +1 See invisible: +15 Movement speed: +0% (-12%) Shadow Power: +0 (-5) A pair of boots made of leather. |
[vs. The Black Boots (2 def, 1 armour) (On feet)]Giletar (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +3 (+2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +3% (+1%) Damage when hit (Melee): 8 mind Changes stats: +0(-4) Cun Changes resistances: +3% mind / +5% arcane Changes resistances penetration: +5% arcane Stealth bonus: +0 (-10) Stamina each turn: +0.50 Maximum stamina: +13.00 Spellpower: +3 (+3 eff.) Movement speed: +0% (-12%) Shadow Power: +0 (-5) A pair of boots made of leather. |
[vs. The Black Boots (2 def, 1 armour) (On feet)]pair of iron boots 'Halebar' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +2% (-) Changes stats: +4 Str / +5 Mag / +0(-4) Cun / +8 Con Changes resistances penetration: +15% mind Changes damage: +15% mind / +6% physical Stealth bonus: +0 (-10) Movement speed: +0% (-12%) Size category: +1 Shadow Power: +0 (-5) It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]Lightningworth (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Str / +3 Con Changes resistances: +3%(-7%) lightning / +0%(-10%) light Changes damage: +0%(-10%) light / +0%(-10%) lightning Light radius: +3 A cap made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]Shockgrind (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +4 Wil / +6 Cun / +6 Con Changes resistances: +3%(-7%) lightning / +0%(-10%) light Changes damage: +0%(-10%) light / +0%(-10%) lightning Mindpower: +4 (+4 eff.) A cap made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]rough leather cap 'Elenodir' (6 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +1% Damage when hit (Melee): 16 physical Changes resistances: +0%(-10%) lightning / +6% cold / +0%(-10%) light / +6% fire Changes damage: +0%(-10%) lightning / +12% physical / +0%(-10%) light Only die when reaching: -60.00 life Maximum stamina: +10.00 A cap made of leather. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. Gedhema the Pyrevein (Light source)]brass lantern 'Eclipsegrind' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Damage (Melee): 0(-30) item light blind Damage when hit (Melee): 8 physical Changes stats: +4 Str Changes resistances: +0%(-9%) fire Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-3%) fire / +9% darkness / +0%(-9%) light Mental save: +6 (+6 eff.) Stamina each turn: +0.20 Only die when reaching: -40.00 life Light radius: +2 (-3) See stealth: +6 See invisible: +6 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. |
Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 0(-30) item light blind Changes resistances: +0%(-9%) fire Changes resistances penetration: +0%(-10%) fire Changes damage: +0%(-9%) light / +0%(-3%) fire Light radius: +3 (-2) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 71.11 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 71.11 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
[vs. iron pickaxe of endurance (dig speed 35 turns) (Tool)]Adewen the Airfurnace [power 47] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Damage when hit (Melee): 4 nature Changes stats: +0(-3) Str Changes resistances: +6% lightning Changes resistances penetration: +10% nature Changes damage: +6% lightning Talent cooldown: Silence (-1 turn) Talent granted: +1 Silence When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Siemilensia the Ogre Archer level 6
1st Flare 122nd year of Ascendancy at 04:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Siemilensia the Ogre Archer level 10
6th Dusk 122nd year of Ascendancy at 00:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Siemilensia the Ogre Archer level 6
9th Flare 122nd year of Ascendancy at 06:55 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Siemilensia the Ogre Archer level 10
8th Dusk 122nd year of Ascendancy at 04:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Siemilensia the Ogre Archer level 15
45th Dusk 122nd year of Ascendancy at 05:03 see stats
Log
Siemilensia shoots!
Velylrassra the sick wolf uses Shattering Shout.
Siemilensia reacts to damage from Velylrassra the sick wolf, mitigating the blow!.
Velylrassra the sick wolf hits Siemilensia for (21 reacted , -4 stam), 72 physical (73 total damage).
Velylrassra the sick wolf shares damage with his oozes!
Siemilensia's Shoot hits Velylrassra the sick wolf for 73 physical, 27 lightning, 18 fire (119 total damage).
Velylrassra the sick wolf shares damage with his oozes!
Bleeding from Siemilensia hits Velylrassra the sick wolf for 2 physical damage.
Bleeding from Arynn the gloomy black bear hits Siemilensia for 5 physical damage.
Insidious Poison from Ivugana the sick wolf hits Siemilensia for 1 nature damage.
Siemilensia uses Tumble.
The dark tendrils lash at Siemilensia.
Siemilensia is pinned to the ground.
Velylrassra the sick wolf shares damage with his oozes!
Bleeding from Siemilensia hits Velylrassra the sick wolf for 2 physical damage.
Siemilensia stops regenerating health quickly.
Siemilensia stops bleeding.
Insidious Poison from Ivugana the sick wolf hits Siemilensia for 1 nature damage.
Sileldawen the gloomy giant venus flytrap's Shoot performs a ranged critical strike against Siemilensia!
Sileldawen the gloomy giant venus flytrap's Shoot performs a ranged critical strike against Siemilensia!
Sileldawen the gloomy giant venus flytrap's Shoot hits Siemilensia for 60 physical, 3 temporal, 3 darkness, 5 nature (74 total damage).
Sileldawen the gloomy giant venus flytrap's Shoot hits Siemilensia for 60 physical, 3 temporal, 11 nature, 3 darkness (81 total damage).
You are unable to move!
Siemilensia uses Infusion: Regeneration.
Siemilensia starts regenerating health quickly.
Siemilensia reacts to damage from Something, mitigating the blow!.
Saving game...











































































