Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/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. Ignore Race/Class Locks 1.0.6Modifies 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.] ZOmnibus Addon Pack 1.2.0Combines 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 1.2.4Official 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:
Constitution Buffs 1.1.5Constitution now adds the following bonuses per point: 3 Con, 0.25% max health, 0.5% heal mod, 0.5% Stun Immunity, and 1 Max Stamina. The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Doctornull's Ego Pack 1.1.6Not complete. Please don't use yet unless you want to beta-test an incomplete addon. Contains replacements for existing egos. Details here: Summary: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Alternate Reality 1.2.5In another reality much like Maj'Eyal's... there are no talents that are one-point wonders. Basically, this mod tries to buff talents in such a way that they're worth investing multiple points into. (Or for that matter, worth using at all.) Changes are tailored to my preferences and play style (I play on normal or nightmare), but I welcome feedback & opinions. Changelist: Warcries v2.2 Ambush Shadow Magic Conveyance Inscriptions v2.1 v2.0 Dwarf Sanguisuge Vim Scourge v1.0 Yeek Thalore Harmony This addon will conflict with other addons that change talents from the same trees, or with any addon that changes racial talents. Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 29 / 83% |
| Size | big |
| Lifes / Deaths | Killed by elven blood mage at level 29 on the 10th Allure 123rd year of Ascendancy at 01:35 / 1 |
Primary Stats
| Strength | 50 (base 60) |
| Dexterity | 7 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 29 (base 42) |
| Willpower | 1 (base 10) |
| Cunning | 6 (base 10) |
Resources
| Life | -409/877 |
| Positive | 48/84 |
| Stamina | 172/172 |
| Healing Factor | 1.295 |
| Regeneration | 2.26625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 33 |
| Crit Chance | 52% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 3.1 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 44.62 (59.10447761194%) |
| Defense | 34.475 |
| Ranged Defense | 40.316666666667 |
| Fatigue | 25 |
| Physical Save | 56.866208927848 |
| Spell Save | 42.682875594515 |
| Mental Save | 29.225 |
Defense: Resistances
| All | 27%( 70%) |
Defense: Immunities
| Disarm Resistance | 31% |
| Silence Resistance | 62% |
| Confusion Resistance | 32% |
| Stun Resistance | 32% |
| Pinning Resistance | 32% |
| Poison Resistance | 5% |
| Knockback Resistance | 29% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 245 damage for 5 turns. The effect will scale with your magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 17% for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Weapon of Wrath |
| beneficial effect | The target is out of phase with reality, increasing defense by 23, resist all by 17%, and the duration of all timed effects by 41%. Out of Phase |
| detrimental effect | The target has been returned to a much younger state, reducing all its stats by 24. Turn Back the Clock |
| detrimental effect | Huge cut that bleeds, doing 45.99 physical damage per turn. Bleeding |
| beneficial effect | The target is recovering 19 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by Yviyalaith the black jelly. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Amelia. Escort: repented thief (level 3 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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&LIGHT_GREENWHITESLATE | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress&LIGHT_GREEN | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed snow giant kidney. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * &039;ve gotten it, cross some moving water on your way back.&WHITELIGHT_GREEN039;ve found the needed vial of fire wyrm saliva. * &039; Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITELIGHT_GREEN039;ve found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed chunk of ghoul flesh. * You& | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
Till the Blood Runs Clear | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Silyra the Helltreason (0 def, 3 armour) Silyra the Helltreason (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Dex / +1 Mag / +1 Wil / +2 Cun Changes resistances penetration: +5% fire Grants telepathy: Humanoid/Orc Silence immunity: +32% Confusion immunity: +32% Stun/Freeze immunity: +31% A pair of boots made of leather. |
| Quiver | pouch of steel shots &039; (21/21, 20-24 power, 2 apr) pouch of steel shots &039; (21/21, 20-24 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Acid Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 21 Turns elapse between self-loadings: 4 On weapon hit: * 20 arcane resource burn * 20% chance to corrode armor Damage (Ranged): +32 insidious poison / +4 acid Burst (radius 2) on crit: +12 acid When wielded/worn: Ammo reloads per turns: +2 Shots are used with slings to pummel your foes to death. |
| Light source | Durelathavon the alchemist& Durelathavon the alchemist&Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% acid / +8% cold / +7% temporal Changes resistances penetration: +10% acid / +15% temporal Changes damage: +6% acid Light radius: +3 Defense after a teleport: +13 Resist all after a teleport: +13% New effects duration reduction after a teleport: +21% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Artheblek (0 def, 4 armour) Artheblek (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% nature / +3% mind Changes damage: +3% mind / +3% blight Critical mult.: +10.00% Spell save: +7 Maximum life: +66.00 Healing mod.: +17% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Polida the Dournoon (0 def, 7 armour) Polida the Dournoon (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Armour: +7 Damage (Melee): 8 lightning Changes resistances: +7% lightning / +6% darkness Changes damage: +5% lightning Critical mult.: +13.00% Mental save: +8 Maximum life: +54.00 Spell crit. chance: +9% Mental crit. chance: +7% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Mudedar the dwarven-steel pickaxe (dig speed 12 turns) Mudedar the dwarven-steel pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 Fatigue: -6% Changes stats: +5 Str / +1 Dex / +2 Mag / +2 Wil Changes resistances penetration: +5% blight Maximum life: +24.00 Maximum stamina: +17.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Coalrebel CoalrebelPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 Changes stats: +6 Dex / +4 Mag / +5 Wil / +4 Cun Changes resistances: +6% darkness Critical mult.: +10.00% Mental save: +10 Spellpower: +5 Spell crit. chance: +1% Rings can have magical properties. |
| On fingers | Fulekor the gold ring Fulekor the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +6 Str / +10 Con Critical mult.: +10.00% Physical save: +40 Vim when firing critical spell: +3.00 Maximum mana: +40.00 Spellpower: +4 Rings can have magical properties. |
| Around neck | Toxinviper ToxinviperPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage (Melee): 11 light / 9 darkness Damage when hit (Melee): 4 nature Changes stats: +3 Dex / +4 Cun / +5 Con Changes resistances: +12% nature / +10% physical / +13% light / +13% darkness Changes damage: +9% light / +8% darkness Pinning immunity: +32% Knockback immunity: +29% Life regen: +0.50 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Airwreck the voratun waraxe (40.5-56.7 power, 6 apr) Airwreck the voratun waraxe (40.5-56.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to daze Damage (Melee): +8 acid / +19 cold / +17 light Damage against: +23% Undead When wielded/worn: Physical power: +11 Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +6 Con Changes resistances penetration: +12% physical Disarm immunity: +31% Maximum vim: +20.00 One-handed war axes. |
| Around waist | Swampwyrd the drakeskin leather belt Swampwyrd the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +27 Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +5 Dex / +6 Cun / +6 Con Changes resistances: +6% lightning / +20% fire / +18% cold / +1% physical Changes resistances penetration: +10% nature Physical save: +13 Spell save: +15 Mental save: +6 Poison immunity: +5% Mental crit. chance: +14% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Size category: +1 A belt that goes around your waist. |
| In off hand | flaming voratun shield of fire resistance (+24%) (12 def, 3 armour, 71 dam, 200.5 block) flaming voratun shield of fire resistance (+24%) (12 def, 3 armour, 71 dam, 200.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +200 Burst (radius 1) on hit: +16 fire When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage (Melee): 8 fire Damage when hit (Melee): 16 fire Changes resistances: +24% fire Talent granted: +5 Block Handheld deflection devices. |
| Cloak | Wind& Wind&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.2 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 15% chance to completely evade them and granting you 4 defense for 4 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Main armor | Zubalaith the Demonorder (11 def, 11 armour) Zubalaith the Demonorder (11 def, 11 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +11 Fatigue: +16% Damage when hit (Melee): 8 mind Changes stats: +3 Cun Changes resistances: +20% cold Changes resistances penetration: +5% mind Changes damage: +9% darkness Critical mult.: +10.00% Mental save: +12 Life regen: +1.00 Maximum life: +64.00 Healing mod.: +11% A suit of armour made of mail. |
Inventory
heroism infusion (+4 for 7 turns, die at -174) heroism infusion (+4 for 7 turns, die at -174)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 4 for 7 turns. While Heroism is active, you will only die when reaching -174 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
steel amulet &039; steel amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes damage: +3% arcane Critical mult.: +5.00% Spellpower: +6 Amulets can have magical properties. |
grounding gold amulet of magic (+5) grounding gold amulet of magic (+5)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +13% lightning / +14% temporal Stun/Freeze immunity: +30% Amulets can have magical properties. |
Dourwalker the steel ring Dourwalker the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +3 Mag / +7 Wil / +3 Cun Changes damage: +15% darkness / +6% mind Blindness immunity: +20% Spellpower: +6 Mindpower: +6 See stealth: +7 See invisible: +7 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 Damage when hit (Melee): 4 arcane Changes stats: +4 Cun / +4 Dex Changes resistances: +12% mind Changes damage: +12% mind Physical save: +9 Blindness immunity: +10% Confusion immunity: +15% Knockback immunity: +5% Life regen: +1.10 Maximum life: +59.00 Healing mod.: +16% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn& |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
acidic voratun longsword of paradox (41.5-58.1 power, 6 apr) acidic voratun longsword of paradox (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid / +15 temporal When wielded/worn: Damage when hit (Melee): 14 temporal Changes resistances: +14% temporal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. reinforced leather slingreinforced leather sling Requires: - Dexterity 35 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Slings are used to hurl stones or metal shots at your foes. |
resilient linen cloak of Iron Throne (1 def, 0 armour) 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 Changes stats: +3 Str / +2 Wil Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Mag / +3 Con Spellpower: +4 Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Xerulle (2 def, 3 armour) Xerulle (2 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +5 Fatigue: +3% Changes stats: +5 Str / +5 Cun / +4 Con Changes resistances: +7% cold / +8% fire Changes damage: +5% physical Mental save: +9 Mental crit. chance: +1% Size category: +1 Activating this item is instant. It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 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. A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of speed (0 def, 4 armour) undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +22% Confusion immunity: +20% Stun/Freeze immunity: +21% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Storm Bringer& Storm Bringer&Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 29.33 to 87.98 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Quasit& Quasit&Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
hardened leather cap &039; (6 def, 9 armour) hardened leather cap &039; (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 Fatigue: +3% Changes stats: +3 Cun Changes resistances: +4% all Changes damage: +3% fire Physical save: +10 Mindpower: +2 Mental crit. chance: +2% A cap made of leather. |
voratun helm &039; (0 def, 5 armour) voratun helm &039; (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +15 Str / +15 Dex / +1 Wil / +3 Cun Changes resistances: +15% blight / +14% darkness Changes resistances penetration: +10% arcane Spell save: +12 Mental save: +12 Hate when firing a critical mind attack: +4.00 Maximum psi: +20.00 Infravision radius: +1 It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cured leather armour of Eyal (2 def, 4 armour) cured leather armour of Eyal (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Life regen: +1.20 Maximum life: +44.00 Healing mod.: +12% A suit of armour made of leather. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Prothotipe& Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
114 alchemist agate 114 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 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 74.20 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 74.20 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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) 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, 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. |
Rod of Asphyxiation Rod of AsphyxiationPowered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand It can be used to asphyxiate an unsuspecting target, costing 6 power out of 80/80. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
9th Decay 122nd year of Ascendancy at 22:40 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Amelia the Shalore Sun Paladin level 23
80th Haze 122nd year of Ascendancy at 05:03 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Amelia the Shalore Sun Paladin level 22
70th Haze 122nd year of Ascendancy at 02:15 see stats
Home sweet home (Insane (Roguelike) difficulty)
9th Decay 122nd year of Ascendancy at 20:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Amelia the Shalore Sun Paladin level 10
78th Pyre 122nd year of Ascendancy at 19:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Amelia the Shalore Sun Paladin level 20
38th Dusk 122nd year of Ascendancy at 18:59 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Amelia the Shalore Sun Paladin level 9
78th Pyre 122nd year of Ascendancy at 19:19 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Amelia the Shalore Sun Paladin level 20
5th Haze 122nd year of Ascendancy at 11:50 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Amelia the Shalore Sun Paladin level 22
71st Haze 122nd year of Ascendancy at 09:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Amelia the Shalore Sun Paladin level 11
4th Mirth 122nd year of Ascendancy at 16:11 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Amelia the Shalore Sun Paladin level 27
9th Decay 122nd year of Ascendancy at 22:40 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Amelia the Shalore Sun Paladin level 20
54th Haze 122nd year of Ascendancy at 00:23 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Amelia the Shalore Sun Paladin level 17
16th Dusk 122nd year of Ascendancy at 09:23 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Amelia the Shalore Sun Paladin level 29
8th Allure 123rd year of Ascendancy at 20:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Amelia the Shalore Sun Paladin level 21
68th Haze 122nd year of Ascendancy at 06:19 see stats
Log
Shield of Light hits Amelia for 12 healing, 12 healing (0 total damage) [24 healing].
Elven mage&fbd578LASTSLATELASTaaaaaaLASTaaaaaaLASTLASTLASTORANGE039;Turn Back the Clock&LASTF53CBELASTLAST039;s solar fury subsides.
Aronn the elven blood mage&fbd578LASTLIGHT_STEEL_BLUELASTLASTfbd578LASTaaaaaaLASTLASTfbd578LASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLASTLASTLAST039;s Turn Back the Clock hits Amelia for 248 temporal damage.
Amelia receives 11 healing from Shield of Light.
Amelia performs a melee critical strike against Something!
Amelia misses Something.
Amelia hits Something for 161 physical, 8 acid, 19 cold, 19 light, 8 lightning, 11 darkness, 8 fire, 26 light (260 total damage).
Something hits Amelia for 11 physical damage.
Amelia receives 9 healing from Shield of Light.
Amelia deflects the projectile from Something to the northeast!
Cyryleth the elven guard casts Timeless.
Amelia&YELLOWLASTLASTLASTfbd578LASTLASTCRIMSONLAST039;s Blood Grasp hits Amelia for 555 blight damage.
Amelia hits Something for 43 blight, 277 healing (43 total damage) [277 healing].
Amelia receives 9 healing from Shield of Light.
Polath the elven guard uses Ice Wall.
Saving game...
