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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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: Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
Better Item Description 1.7.2This 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 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. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Necromancer |
| Level / Exp | 23 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 23 on the 60th Haze 123rd year of Ascendancy at 11:29 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 34 (base 29) |
| Magic | 80 (base 51) |
| Willpower | 42 (base 24) |
| Cunning | 25 (base 11) |
Resources
| Life | -679/249 |
| Mana | 428/501 |
| Soul | 13/16 |
| Healing Factor | 1.185336564623 |
| Regeneration | 0.29633414115574 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 11 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 21 |
| Crit Chance | 8% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +6% |
| Darkness | +51% |
| Arcane | +4% |
| Lightning | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Cold | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 25 (42%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 35 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 7%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 40%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 4%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 19%( 70%) |
| Mind | + 12%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 240 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 126 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: 16 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 290 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 948% for 10 turns (47 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | 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 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 ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest'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's current energy level is: 12. | 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 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Soleguard (0 def, 5 armour)2.0 T1 feet armor [Unique] Arcane While equipped: ----- def ----- Armour +5 Hardiness +5% Fatigue +1% Phys.save +5 (+2 eff.) 'I need something to protect my soul and I need it quick!' Always check the label carefully... |
| Light source | Tulolach the Sleetwasp1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +7% darkness Res.pen +10% acid ----- def ----- Resists +3% acid +7% light +7% blight +15% cold +8% darkness Affinity +5% darkness Mind.save +7 (+3 eff.) ---------- misc Light +4 Infravis +7 See.Stealth +11 See.Invis +18 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 34 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness A pointy cloth hat, very wizardly... |
| Tool | elm totem of stinging 'Zubevena' [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str ----- def ----- Resists +6% acid +3% fire +3% temporal +9% cold Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | conjurer's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Acc +9 (+5 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | Blindenvy1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Mind.pwr +30 (+10 eff.) ----- def ----- Armour +8 Defense +8 (+4 eff.) Resists +9% light Phys.save +12 (+6 eff.) Mind.save +12 (+5 eff.) ---------- misc Light +1 A belt that goes around your waist. |
| In main hand | Flashsaw (125% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 126% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +16 (+4 eff.) Dmg.mod +23% darkness +6% light Res.pen +20% cold ---------- misc Max.mana +35.00 Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | stone warden's hardened leather gloves of spellstriking (0 def, 12 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +5 Mag +6 Wil +5 Con dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 10 arcane Dmg.mod +4% arcane ----- def ----- Armour +12 Hardiness +7% Resists +4% arcane +4% physical Unarmed combat: Power 116% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 arcane On Hit: 5% Stone Touch 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+7 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 52.69 to 158.06 lightning damage (105.37 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Cloak | Airwell the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Dmg.mod +6% lightning +12% acid ----- def ----- Defense +2 (+1 eff.) Resists +12% mind +15% acid Spell.save +8 (+4 eff.) ---------- misc Max.mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Gletta the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Resists +16% fire +5% arcane +16% cold Die.at -40.00 life Disarm- +20% ---------- misc Equi/ret +0.20 Amulets make your neck look great! |
Inventory
Rune of the Rift (318.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 318.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 16; resist 12%; move 44%; dur 5; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 12% all resistance, you move 44% faster, and you are invisible (power 16). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
steel ring of time (+12%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% temporal ----- def ----- Resists +12% temporal Rings make your fingers look great! |
shimmering yew vilestaff of fate (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +9 (+2 eff.) Dmg.mod +20% darkness ----- def ----- Phys.save +6 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +7 (+3 eff.) ---------- misc Mana/turn +0.14 Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short yew magestaff of power (120% power, 4 apr, cold element)5.0 T3 staff 1H weapon [Ego] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +19 (+5 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Unstoppable Mauler (159% power, 15 apr)5.0 T3 greatmaul 2H weapon Reqs Str 40 [Unique] Master Power 160% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+10 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.0 Pwr.cost 18 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 131% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. This item has been sent to the Item's Vault. |
warbringer's dwarven-steel greatmaul of dampening (151% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Disrupt/Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+6 eff.) Res.pen +12% physical ----- def ----- Resists +10% acid +13% lightning +13% cold +10% fire +5% all Spell.save +10 (+5 eff.) Disarm- +20% Massive two-handed mauls. |
Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 10% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. This item has been sent to the Item's Vault. |
Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 10% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
acidic dwarven-steel longsword of evisceration (124% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 * Wound the target dealing 50 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+5 eff.) Sharp, long, and deadly. |
dwarven-steel sceptre of cold (125% power, 4 apr) dwarven-steel sceptre of cold (125% power, 4 apr)3.0 T3 sceptre 1H weapon [Ego] Arcane Power 126% Range: 1.4x Uses 50% Mag, 50% Con Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +17 cold While equipped: dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +12% cold Blunt and deadly. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.9 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 212.49 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
slime-covered steel dagger of erosion (105% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Disrupt Power 106% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 nature On Hit: * 7% chance to slow global speed by 54% Sharp, short and deadly. |
Hellstinger the dwarven-steel dagger (118% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Psionic Power 118% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +14% Living While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Resists +9% lightning +6% darkness +12% blight Spell.save +12 (+5 eff.) Sharp, short and deadly. |
ranger's cured leather sling of fire4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +7 fire While equipped: Stats +1 Dex dps ---------- Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
Arrows of Manalocking (16/20, 111% power, 5 apr)3.0 T1 arrow ammo [Unique] Arcane Power 111% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 Ranged+ +10 arcane silence Fight magic with magic! |
mindwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+0 eff.) ----- def ----- Resists +9% blight +9% all Mind.save +17 (+7 eff.) Max.HP +48.00 HP.reg +2.70 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
hardened leather belt 'Betuwe'1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +8 (+5 eff.) Dmg.mod +15% mind ----- def ----- Spell.save +9 (+4 eff.) Mind.save +15 (+6 eff.) ---------- misc Hate/m.crit +3.00 Light +3 Size +1 A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+4 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Getekhad (4 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Dex +7 Mag ----- def ----- Armour +11 Defense +4 (+2 eff.) Resists +1% physical +6% light +9% temporal ---------- misc Light +2 A pair of boots made of leather. |
Xanitta (0 def, 15 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +15 (+9 eff.) Res.pen +13% temporal +14% darkness +10% physical Melee Ret 8 physical ----- def ----- Armour +15 Resists +16% darkness +16% temporal Def/telep +14 Res/telep +12% Dur/telep +15% ---------- misc Max.stam +30.00 A pair of boots made of leather. |
Gravity Boots (0 def, 4 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Armour +4 Fatigue +5% Pinning- -10% Stun/Frz- +20% Knockbk- +20% ---------- misc Masteries +0.20 Chronomancy/Gravity These boots warp gravity around them, making them exceptionally sturdy. This item has been sent to the Item's Vault. |
Strikeravage the pair of dwarven-steel boots (15 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Melee Ret 10 lightning ----- def ----- Armour +4 Defense +15 (+7 eff.) Fatigue +3% Resists +3% blight +9% temporal Disease- +10% Cut- +10% Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Poredatira' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +18% mind Melee Ret 6 mind ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.80 Equi/ret +0.20 Max.stam +16.00 Unarmed combat: Power 119% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gluta the cashmere wizard hat (2 def, 12 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +20.00% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +12 Defense +2 (+1 eff.) Resists +5% arcane ---------- misc Psi/turn +0.25 A pointy cloth hat, very wizardly... |
prismatic hardened leather cap of strength (+6) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +6 Str ----- def ----- Armour +3 Fatigue +3% Resists +11% light +12% darkness A cap made of leather. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature 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
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By AGFWAGFAWGAGAG the Skeleton Necromancer level 13
35th Dusk 122nd year of Ascendancy at 20:45 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By AGFWAGFAWGAGAG the Skeleton Necromancer level 19
5th Mirth 123rd year of Ascendancy at 16:03 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By AGFWAGFAWGAGAG the Skeleton Necromancer level 17
32nd Pyre 123rd year of Ascendancy at 07:45 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By AGFWAGFAWGAGAG the Skeleton Necromancer level 18
37th Pyre 123rd year of Ascendancy at 18:51 see stats
Level 10 (Roguelike)
Got a character to level 10.By AGFWAGFAWGAGAG the Skeleton Necromancer level 10
1st Flare 122nd year of Ascendancy at 23:32 see stats
Level 20 (Roguelike)
Got a character to level 20.By AGFWAGFAWGAGAG the Skeleton Necromancer level 20
7th Mirth 123rd year of Ascendancy at 16:01 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By AGFWAGFAWGAGAG the Skeleton Necromancer level 19
73rd Pyre 123rd year of Ascendancy at 01:58 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By AGFWAGFAWGAGAG the Skeleton Necromancer level 1
74th Pyre 122nd year of Ascendancy at 11:30 see stats
The Arena (Roguelike)
Unlocked Arena mode.By AGFWAGFAWGAGAG the Skeleton Necromancer level 13
21st Dusk 122nd year of Ascendancy at 18:02 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By AGFWAGFAWGAGAG the Skeleton Necromancer level 13
14th Dusk 122nd year of Ascendancy at 22:13 see stats
The secret city (Roguelike)
Discovered the truth about mages.By AGFWAGFAWGAGAG the Skeleton Necromancer level 10
9th Flare 122nd year of Ascendancy at 03:49 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By AGFWAGFAWGAGAG the Skeleton Necromancer level 16
9th Pyre 123rd year of Ascendancy at 03:33 see stats
Log
Armoured skeleton warrior hits AGFWAGFAWGAGAG for 117 physical damage.
Rotting Disease from AGFWAGFAWGAGAG hits Armoured skeleton warrior for (4 absorbed), 0 blight (0 total damage).
Vorumira the rogue starts to bleed ice.
AGFWAGFAWGAGAG's desolate waste area effect hits Armoured skeleton warrior for (6 absorbed), 0 cold (0 total damage).
AGFWAGFAWGAGAG's desolate waste area effect hits Armoured skeleton warrior for 8 cold damage.
AGFWAGFAWGAGAG's desolate waste area effect hits Vorumira the rogue for 7 cold damage.
AGFWAGFAWGAGAG's desolate waste area effect hits Armoured skeleton warrior for (6 absorbed), 0 cold (0 total damage).
AGFWAGFAWGAGAG's desolate waste area effect hits Armoured skeleton warrior for 8 cold damage.
AGFWAGFAWGAGAG's desolate waste area effect hits Vorumira the rogue for 7 cold damage.
AGFWAGFAWGAGAG's desolate waste area effect hits Armoured skeleton warrior for (6 absorbed), 0 cold (0 total damage).
AGFWAGFAWGAGAG's desolate waste area effect hits Armoured skeleton warrior for 8 cold damage.
AGFWAGFAWGAGAG's desolate waste area effect hits Vorumira the rogue for 7 cold damage.
Vorumira the rogue casts Black Ice.
Vorumira the rogue's spell attains critical power!
Vorumira the rogue is surging arcane power.
Vorumira the rogue hits AGFWAGFAWGAGAG for 161 cold damage.
Polygata the orc fighter casts Lesser Magic Missile.
AGFWAGFAWGAGAG is not stunned anymore.
Spikes of Decrepitude hits Armoured skeleton warrior for (11 absorbed), 0 cold, (18 absorbed), 0 darkness (0 total damage).
Spikes of Decrepitude hits Vorumira the rogue for 12 cold, 18 darkness (30 total damage).
Spikes of Decrepitude hits Armoured skeleton warrior for 13 cold, 20 darkness (33 total damage).
Vorumira the rogue recovers sight.
Vorumira the rogue stops burning.
Polygata the orc fighter feels pain again.
Armoured skeleton warrior is free from the rotting disease.
Bleeding from Polygata the orc fighter hits Vorumira the rogue for 11 physical damage.
Armoured skeleton warrior hits AGFWAGFAWGAGAG for 146 physical damage.
Frost Cut from AGFWAGFAWGAGAG hits Vorumira the rogue for 36 cold damage.
Armoured skeleton warrior hits AGFWAGFAWGAGAG for 173 physical, 14 light, 9 fire (196 total damage).
AGFWAGFAWGAGAG the level 23 skeleton necromancer was swiped to death by an armoured skeleton warrior on level 1 of Ruined Dungeon.





































































































