










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:
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. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Dwarf |
| Class | Anorithil |
| Level / Exp | 20 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinunn the thief at level 20 on the 16th Loss 122nd year of Ascendancy at 05:22 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 37 (base 31) |
| Magic | 66 (base 48) |
| Willpower | 17 (base 10) |
| Cunning | 20 (base 20) |
Resources
| Life | -168/749 |
| Positive | 87/107 |
| Negative | 48/107 |
| Steam | 100/100 |
| Healing Factor | 1.2041015905906 |
| Regeneration | 0.30102539764764 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 9 |
| Crit Chance | 10% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Cold | +6% |
| All | 0% |
| Lightning | +3% |
| Light | +15% |
| Temporal | +6% |
| Physical | +6% |
| Mind | +9% |
| Darkness | +22% |
Offense: Damage Penetration
| Light | +5% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 12 (55.65183292883%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 3 |
| Physical Save | 29 |
| Spell Save | 34 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Light | 0%( 70%) |
| Temporal | + 7%( 70%) |
| Darkness | + 50%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 53% |
| Silence Resistance | 50% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 34% |
Inscriptions (3/3)
| 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 71.44 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 157 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 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 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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: * You've found the needed green worm. * You've found the needed xorn fragment. * '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.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +24% Stun/Frz- +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Ximira' (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% temporal Apr +5 ----- def ----- Armour +1 Fatigue +1% Die.at -60.00 life Silence- +20% ---------- misc Stam/turn +1.00 A cap made of leather. |
| Tool | Elessra the iron torque of gale force [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil +1 Mag dps ---------- S.pwr/crit +4 Melee Ret 4 arcane ---------- misc Mana/s.crit +2.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 106 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | savior's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings make your fingers look great! |
| Around waist | Airwarden the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Mag dps ---------- Dmg.mod +3% lightning +6% cold Res.pen +15% lightning ----- def ----- Max.HP +32.00 ---------- misc Light +1 A belt that goes around your waist. |
| In main hand | cruel ash starstaff of illumination (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ----- def ----- Defense +7 (+3 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 80.42 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. |
| On hands | temporal hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 7 temporal Ranged+ 9 temporal Dmg.mod +3% arcane +3% temporal ----- def ----- Armour +2 Resists +7% temporal 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 | Ce'Nawen (3 def, 4 armour) 9.0 T1 light armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+3 eff.) ----- def ----- Armour +4 Hardiness +20% Defense +3 (+1 eff.) Fatigue +10% Resists +9% fire +5% arcane +6% darkness Die.at -80.00 life Silence- +10% A suit of armour made of leather. |
| Cloak | Manafast the Dayburst (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% mind Res.pen +5% light ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning Max.HP +30.00 Stun/Frz- +30% ---------- misc Equi/ret +0.04 Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Falogen0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Dex dps ---------- Crit.mult +10.00% Dmg.mod +6% physical Acc +6 (+6 eff.) Apr +11 ----- def ----- Armour +2 Max.HP +80.00 Confus- +10% Amulets make your neck look great! |
Inventory
medical injector implant of the wizard (efficiency 160% / cooldown 69%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 69%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 76; cd 13)0.1 infusion scroll [Ego] 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 76 then cleanse 1 wound, poison, and disease effect. 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. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Phoenixvault0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.crit +1.0% Crit.mult +10.00% Dmg.mod +9% fire Res.pen +5% arcane ----- def ----- Armour +2 Phys.save +11 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +12 (+6 eff.) Die.at -60.00 life Amulets make your neck look great! |
Rotbreak the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +2 Wil dps ---------- Crit.mult +10.00% Res.pen +5% nature ---------- misc Equi/ret +0.04 Max.hate +6.00 Amulets make your neck look great! |
Tempestwinnow0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +3 Dex +1 Cun dps ---------- Dmg.mod +3% lightning +3% mind Res.pen +10% mind ----- def ----- Resists +11% fire +12% cold ---------- misc See.Invis +3 Amulets make your neck look great! |
copper amulet 'Murkwill'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% light Melee Ret 6 nature ----- def ----- Resists +12% mind Confus- +23% ---------- misc Infravis +3 Amulets make your neck look great! |
copper amulet 'Urthygund'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Armour +2 Resists +3% lightning Crit.chn- 15.00% Spell.save +9 (+4 eff.) Mind.save +9 (+4 eff.) Cut- +20% Amulets make your neck look great! |
steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +13% ---------- misc Infravis +2 Sight +2 See.Invis +5 Amulets make your neck look great! |
Beagavon the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Con ----- def ----- Resists +6% blight +3% mind +6% nature +5% arcane Mind.save +6 (+3 eff.) Poison- +13% Disease- +12% Knockbk- +20% ---------- misc See.Invis +3 Rings make your fingers look great! |
copper ring 'Hiromimnir'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% physical ----- def ----- Armour +2 Resists +3% darkness +9% cold +5% arcane +6% mind Mind.save +6 (+3 eff.) HP.reg +2.00 Rings make your fingers look great! |
copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
marksman's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% nature Acc +6 (+6 eff.) ----- def ----- Resists +20% nature Rings make your fingers look great! |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+15 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger 'Unlightobsidian' (16-21 power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Rare] Master Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Str +2 Mag +1 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +15% fire Sharp, short and deadly. |
Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor Reqs Shield usage training Str 20 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Delygasta (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Str +2 Dex +4 Mag dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +7% all ---------- misc Infravis +1 See.Invis +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's linen robe of darkness (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +29% darkness +11% mind +7% all Phys.save +10 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +21 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
rough leather belt 'Nightbrand'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +4 Str dps ---------- Phys.crit +3.0% Crit.mult +10.00% Mind.pwr +3 (+2 eff.) Dmg.mod +3% darkness ----- def ----- Defense +5 (+2 eff.) Phys.save +13 (+6 eff.) A belt that goes around your waist. |
Bethobrerin (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Mind.crit +3% Mind.pwr +5 (+3 eff.) ----- def ----- Armour +1 Resists +6% cold +3% nature +6% temporal Stealth +6 A pair of boots made of leather. |
Ravenstone the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Cun +1 Dex dps ---------- Res.pen +5% darkness ----- def ----- Armour +1 Fatigue -5% Crit.chn- 15.00% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Infravis +1 See.Invis +3 A pair of boots made of leather. |
Sparkpride (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +25% lightning Melee Ret 6 lightning ----- def ----- Armour +1 Fatigue -5% Resists +9% lightning +3% fire Phys.save +7 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Venomsting the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +6% physical Melee Ret 10 fire On Hit (Melee): * 20% chance to slow global speed by 38% ----- def ----- Armour +1 Resists +3% light ---------- misc Size +1 A pair of boots made of leather. |
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. |
rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 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. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.09 to 69.26 lightning damage (46.17 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Greenglamour (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +7 Cun +1 Con dps ---------- Res.pen +10% lightning Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +3% nature Crit.chn- 10.00% ---------- misc Infravis +1 A cap made of leather. |
rough leather cap 'Shockwilter' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +5 Dex +3 Wil +1 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
Noonvalor (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +20% light +5% lightning ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
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. |
7 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. |
9 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. |
8 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. |
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. |
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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
152 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. |
Hothel the Sootgasher2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +1 Mag dps ---------- Res.pen +20% darkness Melee Ret 6 nature ----- def ----- Max.HP +47.00 ---------- 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. |
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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
iron torque of clear mind 'Scaldoblivion' [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Resists +1% physical +3% fire Die.at -40.00 life Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 38. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast 'Obsidianglamour' [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Armour +4 Phys.save +6 (+3 eff.) ---------- misc Max.stam +10.00 Blast the opponent's mind dealing 109 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 33. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Fiona the Dwarf Anorithil level 13
8th Dearth 122nd year of Ascendancy at 15:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fiona the Dwarf Anorithil level 10
21st Wealth 122nd year of Ascendancy at 15:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fiona the Dwarf Anorithil level 20
16th Loss 122nd year of Ascendancy at 03:35 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Fiona the Dwarf Anorithil level 17
42nd Dearth 122nd year of Ascendancy at 00:39 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Fiona the Dwarf Anorithil level 6
20th Voratun 122nd year of Ascendancy at 04:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fiona the Dwarf Anorithil level 6
13rd Wealth 122nd year of Ascendancy at 15:40 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fiona the Dwarf Anorithil level 10
24th Wealth 122nd year of Ascendancy at 02:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fiona the Dwarf Anorithil level 20
16th Loss 122nd year of Ascendancy at 04:21 see stats
Log
Melee retaliation hits Eilinunn the thief for 3 arcane, 17 light, 11 darkness, 3 arcane, 14 light, 9 darkness, 3 arcane, 14 light, 9 darkness (83 total damage).
Eilinunn the thief hits Fiona for (11 absorbed), 0 physical, (19 absorbed), 0 acid, (22 absorbed), 0 light, (11 absorbed), 0 darkness, (19 absorbed), 116 physical, 154 physical (271 total damage).
Deadly Poison from Eilinunn the thief hits Fiona for 44 nature damage.
The shield around Betedheba the temporal stalker crumbles.
Melee retaliation hits Betedheba the temporal stalker for (3 absorbed), 0 arcane, (14 absorbed), 1 light, 8 darkness (9 total damage).
Betedheba the temporal stalker hits Fiona for 136 physical, 9 nature (145 total damage).
Fiona activates Hymn of Shadows.
Fiona deactivates Hymn of Detection.
Fiona vanishes from sight.
Fiona casts Barrier.
A shield forms around Fiona.
Eilinunn the thief uses Block.
Deadly Poison from Eilinunn the thief hits Fiona for (44 absorbed), 0 nature (0 total damage).
Your shield crumbles under the damage!
The shield around Fiona crumbles.
Fiona's morale has been lowered.
Melee retaliation hits Betedheba the temporal stalker for 2 arcane, 9 light, 5 darkness (15 total damage).
Betedheba the temporal stalker hits Fiona for (100 absorbed), 41 physical, 9 nature (49 total damage).
Fiona deactivates Hymn of Shadows.
Fiona activates Hymn of Shadows.
Fiona deactivates Chant of Fortitude.
Fiona activates Chant of Fortitude.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Jumpgate
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Fiona casts Providence.
Xerilaith the white wolf's adrenaline surge has come to an end.
Melee retaliation hits Eilinunn the thief for (2 blocked), 0 arcane, (8 blocked), 0 light, (5 blocked), 0 darkness (0 total damage).
Eilinunn the thief hits Fiona for 62 physical damage.
Fiona the level 20 dwarf anorithil was pierced to death by Eilinunn the thief on level 1 of The Maze.

































































































