Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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. Protos race 0.1 1.2.5Protos race. 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:
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 ZOmnibus Addon Pack 1.3.0Combines 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: Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | DarkTemplar |
| Class | None |
| Level / Exp | 31 / 44% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 36 (base 10) |
| Dexterity | 58 (base 35) |
| Constitution | 36 (base 10) |
| Magic | 43 (base 22) |
| Willpower | 85 (base 60) |
| Cunning | 84 (base 60) |
Resources
| Mana | 428/450 |
| Psi | 456/480 |
| Equilibrium | 0 |
| Life | 513/534 |
| Positive | 27/120 |
| Stamina | 330/330 |
| Psi_feedback | 150/150 |
| Healing Factor | 1.15 |
| Regeneration | 13.34 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +79.18091364645% |
| Spell | 0% |
| Global | +238.92904047085% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 60 |
| Crit Chance | 91% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 60 |
| Crit Chance | 89% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50.791461392992 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64.275 |
| Crit Chance | 56% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 54.4 (98.681318681319%) |
| Defense | 65.880837053758 |
| Ranged Defense | 65.880837053758 |
| Fatigue | 27 |
| Physical Save | 48.633333333333 |
| Spell Save | 48.633333333333 |
| Mental Save | 48.633333333333 |
Defense: Resistances
| All | + 26%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 22% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Disarm Resistance | 22% |
| Stun Resistance | 45% |
| Poison Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 214 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 or physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 18% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Shadow magic | 2.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Oozing blades | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psychic Assault | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Magical combat | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Absorption | 2.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Celestial / Combat | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual weapons | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Lethality | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 2.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 2.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 2.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Feedback | 2.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cursed / Gestures | 2.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented mobility | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 2.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 2.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Fiery Hands |
| talent | Skate |
| talent | Lacerating Strikes |
| talent | Blur Sight |
| talent | Weapon of Wrath |
| talent | Inner Power |
| talent | Weapon of Light |
| talent | Phantasmal Shield |
| talent | Shock Hands |
| talent | Gloom |
| talent | Kinetic Shield |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 48.55 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+50% global speed). Clarity |
| detrimental effect | On death will restore to the source up to 5 times the vim's worth. Bleak Outcome |
| beneficial effect | The target's combat attack and crit chance are improved by 37 and 19%, respectively. Perfect control |
| beneficial effect | The target is surrounded by a psychic field, absorbing 50% of all damage (up to 183/284). Resonance Field |
| beneficial effect | Increases global speed by 69%. Quick |
| beneficial effect | Countering melee attacks: Has a 65% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
| beneficial effect | The target ignores pain, reducing all damage taken by 18%. Pain Suppression |
| beneficial effect | Guarding against melee damage: Will dismiss up to 30 damage from the next 2.0 attack(s). Guarded |
Quests
You failed to protect the lost sun paladin from death by hummerhorn. Escort: lost sun paladin (level 1 of Old Forest) | failed |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 |
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 |
Equipment
| Psionic focus | Gluvea (15-24 power, 1 apr) Gluvea (15-24 power, 1 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to disease * 19% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +13 mind Burst (radius 2) on crit: +8 arcane When wielded/worn: Physical crit. chance: +9.0% Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +5% blight Changes damage: +3% arcane Massive two-handed swords. Press to compare |
| Quiver | 50 alchemist agate 50 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. Press to compare |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (139 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
| On head | Grinerion (0 def, 3 armour) Grinerion (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +3 Dex / +3 Wil / +3 Cun Changes resistances: +6% blight Changes damage: +12% physical Physical save: +6 (+0 eff.) Mental save: +6 (+2 eff.) Life regen: +0.40 Stamina each turn: +0.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
| On feet | Saloba (0 def, 3 armour) Saloba (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Str / +2 Mag / +2 Con Reduces incoming crit damage: 10.00% Silence immunity: +22% Confusion immunity: +20% Stun/Freeze immunity: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
| Tool | Tarroran the iron pickaxe (dig speed 15 turns) Tarroran the iron pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil Changes resistances: +6% darkness / +6% fire Spell save: +9 (+0 eff.) Spell crit. chance: +2% Infravision radius: +2 Damage Shield penetration: +40% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
| On fingers | Obsidianrip the copper ring Obsidianrip the copper ringPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +1 Mag Changes resistances penetration: +5% darkness Changes damage: +3% darkness Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Light radius: +3 Rings can have magical properties. Press to compare |
| On fingers | savior's copper ring of the mountain (+10%) savior's copper ring of the mountain (+10%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% physical Changes damage: +10% physical Physical save: +7 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. Press to compare |
| Around waist | hardened leather belt 'Pusravager' hardened leather belt 'Pusravager'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +8 Defense: +8 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 physical Changes stats: +3 Str / +3 Con Changes resistances: +8% lightning / +9% temporal Changes damage: +21% nature Physical save: +19 (+0 eff.) Mental save: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Healing mod.: +5% A belt that goes around your waist. Press to compare |
| In main hand | Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 7 power out of 7/8) : Effective talent level: 2.0 Power cost: 7 out of 7/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 212.67 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Press to compare |
| On hands | restful iron gauntlets of dexterity (+2) (0 def, 1 armour) restful iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Changes stats: +2 Dex Life regen: +1.20 Stamina each turn: +0.50 Maximum stamina: +13.00 Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
| In off hand | Eye of Winter (8-8.8 power, 18 apr, cold damage) Eye of Winter (8-8.8 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 35% Wil, 15% Cun Damage type: Cold Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. Press to compare |
| Cloak | linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Main armor | Glerin the Nightparry (3 def, 7 armour) Glerin the Nightparry (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes stats: +2 Str / +2 Con Changes resistances: +6% acid / +6% physical / +6% darkness / +6% fire / +24% lightning / +6% cold Changes damage: +9% mind Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +22% Knockback immunity: +22% Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 Heals friendly targets nearby when you use a nature summon: +10 A suit of armour made of metal plates. Press to compare |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Spellcrusher (32-48 power, 4 apr) Spellcrusher (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+0 eff.) This large steel greatmaul has thick vines wrapped around the handle. Press to compare |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. Press to compare |
Bethovena (3 def, 7 armour) Bethovena (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 4 arcane Changes stats: +2 Str / +3 Mag / +2 Con Changes resistances: +5% acid / +12% physical / +6% cold / +7% lightning / +7% fire Changes resistances penetration: +5% arcane Talent cooldown: Rush (-5 turns) Physical save: +12 (+0 eff.) Spell save: +3 (+0 eff.) Disarm immunity: +24% Stun/Freeze immunity: +20% Knockback immunity: +22% Maximum mana: +20.00 A suit of armour made of metal plates. Press to compare |
Ulfykalthohad UlfykalthohadInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 20 acid Changes stats: +4 Str / +4 Con Physical save: +6 (+0 eff.) Size category: +1 A belt that goes around your waist. Press to compare |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. Press to compare |
Gloompanic the rough leather gloves (0 def, 1 armour) Gloompanic the rough leather gloves (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+2 eff.) Armour: +1 Damage when hit (Melee): 4 darkness Changes stats: +2 Str Changes resistances: +3% light Changes damage: +9% darkness Physical save: +6 (+0 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +26% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
198 alchemist agate 198 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. Press to compare |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. Press to compare |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 160 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm totem of cure ailments 'Gasema' [power 1] (12 cooldown) elm totem of cure ailments 'Gasema' [power 1] (12 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Grants telepathy: Dragon Maximum mana: +20.00 Maximum psi: +10.00 It can be used to remove up to 1 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
quick elm wand of clairvoyance [power 8] (4 cooldown) quick elm wand of clairvoyance [power 8] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 8), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Achievements
Fear me not! (Nightmare (Roguelike) difficulty) (Uniques)
Survived the Fearscape!By Zeratul's Bastard Son the DarkTemplar None level 31
2nd Mirth 122nd year of Ascendancy at 16:26 see stats
Level 10 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 10.By Zeratul's Bastard Son the DarkTemplar None level 10
75th Pyre 122nd year of Ascendancy at 15:48 see stats
Level 20 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 20.By Zeratul's Bastard Son the DarkTemplar None level 20
1st Mirth 122nd year of Ascendancy at 02:16 see stats
Level 30 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 30.By Zeratul's Bastard Son the DarkTemplar None level 30
2nd Mirth 122nd year of Ascendancy at 15:30 see stats
The Arena (Nightmare (Roguelike) difficulty) (Uniques)
Unlocked Arena mode.By Zeratul's Bastard Son the DarkTemplar None level 14
76th Pyre 122nd year of Ascendancy at 14:14 see stats
Log
Zeratul's Bastard Son converts some damage to Psi!
Neruvea the forest troll damages himself through Martyrdom!
Weapon of Wrath killed Bethulratta the giant blue ant!
Neruvea the forest troll hits Zeratul's Bastard Son for (53 resonance), 21 to psi, 18 fire (39 total damage).
Burning from Giant fire ant hits Giant ice ant for 13 fire damage.
Zeratul's Bastard Son hits Neruvea the forest troll for 2 fire damage.
Betelaith the treant casts Blood Lock.
Zeratul's Bastard Son shrugs off the effect 'Blood Lock'!
Mayildavea the multi-hued crystal activates Fearscape.
Zeratul's Bastard Son deactivates Fiery Hands.
Zeratul's Bastard Son deactivates Arcane Feed.
Zeratul's Bastard Son deactivates Gloom.
Zeratul's Bastard Son deactivates Weapon of Wrath.
Zeratul's Bastard Son stops burning.
Zeratul's Bastard Son deactivates Arcane Combat.
The psychic field around Zeratul's Bastard Son crumbles.
Zeratul's Bastard Son deactivates Shock Hands.
Zeratul's Bastard Son deactivates Weapon of Light.
Zeratul's Bastard Son deactivates Lacerating Strikes.
Zeratul's Bastard Son deactivates Shadow Combat.
Zeratul's Bastard Son deactivates Inner Power.
Zeratul's Bastard Son feels pain again.
Zeratul's Bastard Son deactivates Skate.
Zeratul's Bastard Son deactivates Blur Sight.
Zeratul's Bastard Son deactivates Beyond the Flesh.
Zeratul's Bastard Son deactivates Phantasmal Shield.
Zeratul's Bastard Son slows down.
Zeratul's Bastard Son deactivates Kinetic Shield.
