










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 17 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by Xyta the giant venus flytrap at level 17 on the 26th Dusk 122nd year of Ascendancy at 09:27 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 51 (base 33) |
| Magic | 56 (base 44) |
| Willpower | 16 (base 10) |
| Cunning | 33 (base 13) |
Resources
| Life | -51/467 |
| Positive | 51/98 |
| Negative | 68/98 |
| Healing Factor | 1.3840316950178 |
| Regeneration | 0.34600792375445 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 22 |
| Crit Chance | 14% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 22 |
| Crit Chance | 26% |
| APR | 24 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +37% |
| Light | +10% |
| Physical | +10% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Light | +20% |
| Fire | +5% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (85.65183292883%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 35 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 13%( 70%) |
| Physical | + 14%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 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 99.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 201 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Sunlight | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Improves/gives invisibility (power 10), reducing damage dealt by 40%. Invisibility |
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 successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Foresight (+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 have explored the Old Forest and vanquished Wrathroot. * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed skeleton mage skull. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | Relgontir (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +3 Resists +1% physical Phys.save +11 (+5 eff.) Mind.save +13 (+6 eff.) Max.HP +20.00 Stun/Frz- +20% A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Shaderebel the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Cun +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +9% darkness Apr +4 ----- def ----- Armour +1 Fatigue +1% Resists +1% physical A cap made of leather. |
| On hands | Charrupture the hardened leather gloves (0 def, 8 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +5% physical Res.pen +20% light ----- def ----- Armour +8 Resists +9% lightning +3% fire Spell.save +18 (+8 eff.) 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. |
| Tool | Earybar the Eclipseclamor [power 284] (19 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +20% darkness ----- def ----- Resists +6% acid +6% blight +3% darkness +3% light Spell.save +3 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 19 cooldown 100% to reduce fatigue by 34% for 2 turns. 100% to increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
| Around neck | steel amulet 'Quenchrace'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +3 Wil +5 Lck dps ---------- Dmg.mod +3% cold Res.pen +5% fire +25% cold Acc +8 (+4 eff.) ----- def ----- Defense +5 (+2 eff.) Unseen.red 12% Amulets make your neck look great! |
| In main hand | short ash starstaff of might (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Filthgasher the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% lightning +6% temporal +6% acid +3% nature +5% arcane A belt that goes around your waist. |
| In off hand | Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 56.52 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
Inventory
healing infusion (heal 40; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 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. |
healing infusion of the wizard (heal 155; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 545%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 545% 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. |
movement infusion of the warrior (speed 448%; 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 448% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 80; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 80 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; physical; dur 3; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 18%; magical; dur 3; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 18%; magical; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 26%; magical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the psychic (damage 48; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 48.33 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 78; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
clarifying copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
copper amulet 'Tempestenvy'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Res.pen +5% lightning ----- def ----- Resists +6% fire Mind.save +6 (+3 eff.) Teleport- +10% Amulets make your neck look great! |
Chalynik the Daywisp0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% light +3% fire Res.pen +10% fire ----- def ----- Resists +3% light +6% cold Mind.save +6 (+3 eff.) ---------- misc Light +3 Rings make your fingers look great! |
Eilinanne0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +6% darkness Mind.save +3 (+1 eff.) Max.HP +22.00 Disarm- +22% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
copper ring of aether (+10%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Rings make your fingers look great! |
warrior's copper ring of time (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% temporal ----- def ----- Armour +6 Resists +11% temporal Rings make your fingers look great! |
warrior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+5 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Armour +4 Rings make your fingers look great! |
wizard's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Hazewill (125% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Rare] Nature Power 125% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature +20 cold While equipped: dps ---------- Dmg.mod +3% darkness +6% cold Res.pen +20% light ---------- misc Light +2 Massive two-handed battleaxes. |
Bokosayon the Swampoozer (102% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 102% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% all Acc +6 (+3 eff.) Apr +5 Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +6% cold Crit.chn- 15.00% Disease- +20% Pinning- +10% Sharp, short and deadly. |
Saloretta the Lightripper (101% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 101% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 physical While equipped: Stats +5 Dex +5 Con dps ---------- Phys.pwr +7 (+7 eff.) Res.pen +5% physical Acc +10 (+5 eff.) ----- def ----- Resists +6% light Die.at -60.00 life Disarm- +10% Sharp, short and deadly. |
steel dagger of vileness (102% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 102% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 23 Sharp, short and deadly. |
Xeranne the Shimmerthorn (141% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +16 lightning On Crit.r2 +8 lightning While equipped: dps ---------- Res.pen +10% darkness +20% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 13% Massive two-handed swords. |
Quenchoracle the elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +3.0% Res.pen +20% cold Acc +9 (+4 eff.) On Hit (Ranged): * 20% chance to reduce armor by 33% ----- def ----- Resists +12% cold Longbows are used to shoot arrows at your foes. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 81.56 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
gifted living mindstar of storms (114% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +4 Dex +5 Mag +2 Wil +1 Cun +2 Con dps ---------- Mind.crit +5% Mind.pwr +13 (+6 eff.) Melee+ 4 lightning Dmg.mod +6% lightning Res.pen +5% lightning ----- def ----- Resists +5% lightning ---------- 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. |
cured leather sling 'Gloomvenom'4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +4 darkness While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% darkness +7% all Acc +8 (+4 eff.) Apr +7 On Hit (Ranged): * 20% chance to slow global speed by 41% * 10% chance to reduce damage dealt by 13% ----- def ----- Resists +6% nature +3% light Slings are used to hurl stones or metal shots at your foes. |
Aroma (100% power, 2 apr, light element)5.0 T1 staff 2H weapon [Rare] 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 +2 Str +1 Dex +1 Cun dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ----- def ----- Defense +5 (+2 eff.) Crit.chn- 15.00% Mind.save +3 (+1 eff.) ---------- misc Light +3 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 46.16 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. |
Eilinotira the Stormmonster (105% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +1 Con dps ---------- Acc +15 (+7 eff.) Melee Ret 4 lightning ----- def ----- Mind.save +3 (+1 eff.) Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
balanced steel waraxe of daylight (107% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 light Against +12% Undead While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% One-handed war axes. |
chilling steel waraxe of massacre (119% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 cold One-handed war axes. |
Polarin the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Melee Ret 4 physical ----- def ----- Defense +1 (+1 eff.) Resists +1% physical +9% mind +3% cold Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blazeviper' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) Acc +16 (+8 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Phys.save +3 (+1 eff.) Max.HP +43.00 ---------- misc Max.stam +43.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
steady hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +6% arcane Acc +5 (+2 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +21% 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. |
Kalen (5 def, 11 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +5% Resists +6% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Squalorstake (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +17% fire Res.pen +15% darkness +15% nature ----- def ----- Defense +1 (+1 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
insulating rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold ---------- misc Breathe water A cap made of leather. |
linen wizard hat 'Delylathalen' (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Wil dps ---------- Mind.crit +3% Res.pen +15% mind ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 A pointy cloth hat, very wizardly... |
Relgaroddaldir (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% lightning +6% temporal A suit of armour made of leather. |
cured leather armour 'Gutira' (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+6 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +3% acid Crit.chn- 15.00% Phys.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Light +2 Infravis +1 A suit of armour made of leather. |
7 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. |
52 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Frozenwarden the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +4 Con dps ---------- Dmg.mod +6% nature Melee Ret 2 cold ----- def ----- Resists +10% nature Crit.chn- 10.00% ---------- misc Equi/ret +0.08 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
steel torque of gale force [power 155] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 102 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 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. |
6 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. |
7 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Fiona the Shalore Anorithil level 11
4th Dusk 122nd year of Ascendancy at 03:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fiona the Shalore Anorithil level 10
2nd Summertide 122nd year of Ascendancy at 14:14 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Fiona the Shalore Anorithil level 4
79th Pyre 122nd year of Ascendancy at 11:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fiona the Shalore Anorithil level 7
6th Mirth 122nd year of Ascendancy at 12:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fiona the Shalore Anorithil level 14
18th Dusk 122nd year of Ascendancy at 19:40 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Fiona the Shalore Anorithil level 16
24th Dusk 122nd year of Ascendancy at 04:38 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fiona the Shalore Anorithil level 15
23rd Dusk 122nd year of Ascendancy at 02:10 see stats
Log
Beleridhevena the weaver young spins fate.
Beleridhevena the weaver young uses Infusion: Wild.
Fiona hits Beleridhevena the weaver young for 246 light damage.
Fiona hits Xyta the giant venus flytrap for 214 light damage.
Fiona hits 3-headed hydra for 239 light, 239 light (477 total damage).
Beleridhevena the weaver young summons a Fire Drake!
Fiona killed 3-headed hydra!
Beleridhevena the weaver young's poison area effect hits Fiona for 7 nature damage.
Poison from Beleridhevena the weaver young hits Fiona for 43 nature damage.
Xyta the giant venus flytrap uses Superconduction.
Fiona is seared.
Xyta the giant venus flytrap hits Fiona for 62 lightning damage.
Fiona casts Moonlight Ray.
Fiona hits Beleridhevena the weaver young for 126 darkness damage.
Fiona hits Fire drake for 131 darkness damage.
Fiona hits Fire drake hatchling for 153 darkness damage.
Fire drake roars!
Fiona shrugs off the effect 'Confused'!
Fire drake hatchling hits Fiona for 32 physical damage.
Fire drake hits Fiona for 37 physical damage.
Melee retaliation hits Fire drake hatchling for 13 darkness, 20 light (33 total damage).
Beleridhevena the weaver young's poison area effect hits Fiona for 7 nature damage.
Poison from Beleridhevena the weaver young hits Fiona for 41 nature damage.
Xyta the giant venus flytrap uses Condensate.
Xyta the giant venus flytrap's mind surges with critical power!
Fiona shrugs off the effect 'Wet'!
Xyta the giant venus flytrap hits Fiona for 244 fire damage.
Fiona the level 17 shalore anorithil was flamed to death by Xyta the giant venus flytrap on level 4 of Old Forest.
Fiona vanishes from sight.


























































































