








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official 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 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official 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:
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Brawler |
| Level / Exp | 21 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Velomira the slaver at level 17 on the 9th Shortage 122nd year of Ascendancy at 01:09 / 2Killed by saw horror at level 21 on the 22nd Iron 123rd year of Ascendancy at 12:28 |
Primary Stats
| Strength | 38 (base 13) |
| Dexterity | 72 (base 50) |
| Constitution | 42 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 59 (base 42) |
Resources
| Life | -34/778 |
| Stamina | 151/228 |
| Healing Factor | 1.2264150943396 |
| Regeneration | 0.79716981132073 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 36.114050962765 |
| See Invisible | 36.114050962765 |
Offense: Barehand
| Damage | 87 |
| Accuracy | 53 |
| Crit Chance | 26% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +5% |
| Mind | +12% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 31.326128547102 (76.629213483146%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 10 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 32%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 15%( 70%) |
| Darkness | + 22%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Disarm Resistance | 32% |
| Confusion Resistance | 20% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| 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 261 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 227 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 14% chance to get an automatic counter attack when avoiding a melee attack. (1.0 counters remaining) Counter Attacking |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Huge cut that bleeds, doing 31.02 physical damage per turn. Bleeding |
| beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
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 Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | 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 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's current energy level is: 45. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed pouch of bone giant dust. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed orc heart. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed hummerhorn wing. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed vial of elder vampire blood. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
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 | pair of dwarven-steel boots 'Gilogothel' (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +5 Dex +3 Wil +8 Cun ----- def ----- Armour +4 Fatigue +3% Crit.dmg- 10.00% ---------- misc Stam/turn +0.40 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | dwarven-steel gauntlets 'Skyjam' (0 def, 2 armour)1.5 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning +6% mind Melee Ret 8 lightning ----- def ----- Armour +2 Resists +6% lightning Unarmed combat: Power 124% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% Melee+ +12 lightning On Hit.r1 +12 lightning On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 3 On Hit: * 40% chance to daze at end of turn Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | dwarven-steel helm 'Anondur' (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +6% mind ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +5% temporal +5% arcane +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven-steel pickaxe of wreckage (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str dps ---------- Apr +7 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.3 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +77 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 19 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Max.HP +20.00 Disarm- +32% Pinning- +21% Knockbk- +20% Rings can have magical properties. |
| Around neck | wanderer's copper amulet of dexterity (+6)0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex +3 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.40 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
| Main armor | prismatic dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +20% acid +12% light +13% darkness A suit of armour made of mail. |
| Light source | Velerina the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +4 Dex +2 Con ----- def ----- Resists +9% blight +9% cold +15% nature +5% arcane Max.HP +43.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | resilient cashmere cloak of battle (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -3% Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
regeneration infusion (heal 174 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 174 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 189 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the wizard (resist 16%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) 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%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 282 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 282 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
insulating gold amulet of dexterity (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +15% cold +15% fire Amulets can have magical properties. |
restful copper amulet of mastery (0.11 Technique / Conditioning)0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.10 ---------- misc Masteries +0.11 Technique/Conditioning Amulets can have magical properties. |
copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
dwarven-steel battleaxe (141% power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 142% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
balanced stralite dagger of massacre (141% power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Master Power 142% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +4 (+1 eff.) ----- def ----- Defense +8 (+3 eff.) Disarm- +18% Sharp, short and deadly. |
acidic steel greatmaul of daylight (132% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 132% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 light +12 acid Against +13% Undead On Crit: * splashes the target with acid Massive two-handed mauls. |
arcing stralite greatmaul of massacre (180% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Arcane/Master Power 181% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +10 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed mauls. |
dwarven-steel greatsword (148% power, 2 apr)3.0 T3 greatsword 2H weapon [Normal] Power 149% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
slime-covered dwarven-steel greatsword of persecution (144% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Disrupt Power 145% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Against +14% Unnatural On Hit: * Slows global speed by 7% While equipped: Stats +3 Wil Massive two-handed swords. |
steady yew longbow of power4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +17% physical Res.pen +12% physical Acc +11 (+4 eff.) Longbows are used to shoot arrows at your foes. |
steel mace of massacre (119% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
warbringer's dwarven-steel mace (136% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 137% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +21% Blunt and deadly. |
thorny mindstar of sand (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature This natural sand should be returned to the wyrm. Power 96% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% physical Res.pen +7% physical Melee Ret 6 physical ----- def ----- Resists +7% physical Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 16 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
yew vilestaff of blasting (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +15 (+11 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Unleash an elemental blastwave, dealing 18.05 to 21.66 fire damage in a radius 4 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
nightruned hardened leather belt of the giants1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Resists +7% light +5% darkness Spell.save +8 (+8 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of the mind (+13%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +13% mind ----- def ----- Defense +3 (+1 eff.) Resists +13% mind Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +5% nature ----- def ----- Defense +3 (+1 eff.) Poison- +26% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Olydin the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Armour +3 Fatigue +2% Resists +3% cold +6% mind +9% fire Phys.save +3 (+1 eff.) HP.reg +1.90 Heal.mod +12% Def/telep +15 Res/telep +15% Dur/telep +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +2 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Relgusin the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +2 Dex +6 Wil +3 Cun +2 Con dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +3% Resists -21% light HP.reg +3.00 ---------- misc Psi/ret +0.28 Max.hate +4.00 Telepathy Dragon A cap made of leather. |
Zoroddatolen (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +11 Str +11 Dex +3 Mag +5 Wil ----- def ----- Armour +3 Fatigue +3% ---------- misc Infravis +3 A cap made of leather. |
cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Isludhenne' (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +6 Wil dps ---------- Dmg.mod +12% acid +6% mind ----- def ----- Armour +4 Fatigue +4% Resists +8% blight Mind.save +24 (+10 eff.) ---------- misc Telepathy Dragon A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's hardened leather cap of absorption (0 def, 6 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Fatigue +3% ---------- misc Stam/ret +0.90 Equi/ret +1.60 Infravis +2 A cap made of leather. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +14% Resists +6% acid +8% cold ---------- misc Breathe water A suit of armour made of mail. |
hardened leather armour of Toknor (3 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% A suit of armour made of leather. |
steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Normal] While equipped: ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% A suit of armour made of metal plates. |
deadly quiver of yew arrows of accuracy (23/23, 151% power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 152% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Acc +12 Apr +10 Crit +2.0% Capacity 23 Arrows are used with bows to pierce your foes to death. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
112 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
7 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +3 Cun +2 Str dps ---------- Acc +5 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +52.00 Heal.mod +13% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
quick iron torque of kinetic psionic shield [power 23] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
9 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. |
yew wand of trap destruction [power 60] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Disarm traps (60 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Urmu the Drem Brawler level 9
16th Profit 122nd year of Ascendancy at 20:30 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Urmu the Drem Brawler level 16
6th Loss 122nd year of Ascendancy at 10:48 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Urmu the Drem Brawler level 18
22nd Shortage 122nd year of Ascendancy at 22:33 see stats
Level 10 (Roguelike)
Got a character to level 10.By Urmu the Drem Brawler level 10
26th Profit 122nd year of Ascendancy at 15:33 see stats
Level 20 (Roguelike)
Got a character to level 20.By Urmu the Drem Brawler level 20
8th Iron 123rd year of Ascendancy at 18:35 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Urmu the Drem Brawler level 13
20th Dearth 122nd year of Ascendancy at 13:54 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Urmu the Drem Brawler level 7
28th Voratun 122nd year of Ascendancy at 01:45 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Urmu the Drem Brawler level 17
9th Shortage 122nd year of Ascendancy at 20:07 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Urmu the Drem Brawler level 10
32nd Profit 122nd year of Ascendancy at 13:52 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Urmu the Drem Brawler level 13
23rd Dearth 122nd year of Ascendancy at 18:48 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Urmu the Drem Brawler level 16
5th Loss 122nd year of Ascendancy at 15:41 see stats
Unstoppable (Roguelike)
Returned from the dead.By Urmu the Drem Brawler level 17
9th Shortage 122nd year of Ascendancy at 01:09 see stats
Log
Saw horror is dazed!
Urmu hits Saw horror for (63 to psi shield), 32 physical, 13 lightning, 7 lightning, 13 lightning, 7 lightning, (41 to psi shield), 21 physical, 13 lightning, 7 lightning, 13 lightning (125 total damage).
Saw horror hits Urmu for (11 resist armour), (11 absorbed), 0 physical, (11 resist armour), (11 absorbed), 0 physical, (11 resist armour), (205 absorbed), 102 physical (102 total damage).
Saw horror's phys.bleed area effect hits Urmu for (11 resist armour), 29 physical (29 total damage).
Saw horror's phys.bleed area effect hits Ghoul for 47 physical damage.
Bleeding from Saw horror hits Ghoul for 9 physical damage.
Urmu has finished recovering.
Bleeding from Saw horror hits Urmu for (11 resist armour), 3 physical (3 total damage).
Saw horror misses Urmu.
Urmu throws two quick punches.
Saw horror is not dazed anymore.
Urmu breathes lightning!
You collect a new ingredient: chunk of ghoul flesh (1).
The psionic shield around saw horror crumbles.
Urmu performs a melee critical strike against Saw horror!
Urmu hits Something for 120 lightning damage.
Urmu hits Saw horror for (116 absorbed), 0 physical, (13 absorbed), 0 lightning, (7 absorbed), 0 lightning, (71 absorbed), 49 lightning, 13 lightning, 152 physical, 13 lightning, 7 lightning, 13 lightning, 7 lightning (254 total damage).
Urmu hits Ghoul for 120 lightning damage.
Saw horror hits Urmu for (11 resist armour), 12 physical, (11 resist armour), 12 physical (25 total damage).
Urmu killed Ghoul!
Saw horror starts to bleed black blood.
Saw horror hits Urmu for (6 resist armour), 0 physical (0 total damage).
Urmu hits Saw horror for 8 lightning damage.
Ghoul speeds up.
Saw horror hits Urmu for (6 resist armour), 0 physical (0 total damage).
Urmu hits Saw horror for 8 lightning damage.
Saw horror hits Urmu for (6 resist armour), 0 physical (0 total damage).
Urmu hits Saw horror for 8 lightning damage.
Saving game...




















































































































