








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Steamsaw Mastery added to Weapon Mastery 1.7.2Simply makes Steamsaw Mastery attach to Weapon Mastery talent. Doesn't say so in talent, but you'll see the power rise when you take it if you want to confirm. Lets non-Butchers enjoy Steamsaws. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Infinite |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Doombringer |
| Level / Exp | 14 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by disarming trap at level 14 on the 4th Mirth 122nd year of Ascendancy at 11:13 / 1 |
Primary Stats
| Strength | 50 (base 34) |
| Dexterity | 24 (base 16) |
| Constitution | 40 (base 30) |
| Magic | 30 (base 18) |
| Willpower | 13 (base 10) |
| Cunning | 17 (base 14) |
Resources
| Life | -177/527 |
| Stamina | 139/156 |
| Vim | 157/177 |
| Healing Factor | 1.6222297605396 |
| Regeneration | 5.9496038534316 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 38.891010379467 |
| See Invisible | 39.891010379467 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 50 |
| Crit Chance | 19% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +4% |
| Physical | +6% |
| Fire | +15% |
| Acid | +3% |
| Arcane | +3% |
| Cold | +3% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 38.723073231957 (96.438666929426%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 13 |
| Physical Save | 25 |
| Spell Save | 37 |
| Mental Save | 15 |
Defense: Resistances
| Cold | + 54%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 19%( 70%) |
| Nature | + 61%( 70%) |
| Blight | + 26%( 70%) |
| Physical | + 8%( 70%) |
| Fire | + 39%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 76 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 6): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Mind.save +5 (+5 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. |
| On head | augmenting linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +3% acid +4% lightning +3% cold +3% arcane +15% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel pickaxe of endurance (dig speed 28 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Hettarab the Kilnstoker (18-30 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Arcane Power 18.5 - 29.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Phasing +30% On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 While equipped: ----- def ----- Resists +1% physical Massive two-handed swords. |
| On hands | Eilinubrethra (5 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +6% physical Acc +11 (+4 eff.) ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | cashmere cloak 'Mayirema' (23 def, 5 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +4 Dex dps ---------- Acc +5 (+2 eff.) Apr +3 ----- def ----- Armour +5 Defense +23 (+10 eff.) Resists +12% cold +13% light +13% fire Stealth +7 Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
Inventory
Gleamtorrent (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Mag +3 Wil dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness Res.pen +10% acid ----- def ----- Defense +6 (+3 eff.) Resists +3% light ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 58.86 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Cloudpython' (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Str +2 Dex +1 Mag dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% arcane +6% lightning ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Polevea' (13-16 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+3 eff.) Dmg.mod +13% darkness +6% physical Res.pen +5% physical ----- def ----- Resists +9% light Pinning- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal elm magestaff of breaching (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego++] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +6 (+3 eff.) Dmg.mod +10% fire Res.pen +5% fire Phasing +10% ----- def ----- Defense +10 (+5 eff.) Shield.pwr +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elm starstaff of warding (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Crit.mult +15.00% Spell.pwr +7 (+4 eff.) Melee+ 16 fire Dmg.mod +10% physical ----- def ----- Armour +4 Defense +4 (+2 eff.) ---------- misc See.Invis +7 Wards +2 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm magestaff of channeling (13-16 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +13 (+7 eff.) Dmg.mod +13% fire ---------- misc Mana/turn +0.13 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of warding (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ----- def ----- Armour +5 Defense +4 (+2 eff.) ---------- misc Mana/turn +0.14 Max.mana +33.00 Wards +2 cold Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
flaming iron greatmaul of the mystic (18-28 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +7 fire While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +9 (+5 eff.) Massive two-handed mauls. |
iron greatmaul (18-28 power, 1 apr)5.0 T1 greatmaul 2H weapon [Normal] Power 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
Swamppierce (13-18 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Acc +6 (+2 eff.) Melee Ret 2 nature ----- def ----- Defense +6 (+3 eff.) Disarm- +20% ---------- misc Mana/s.crit +2.00 Sharp, long, and deadly. |
thought-forged iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 mind On Hit: * 10% chance to reduce all saves and defense by 10 While equipped: Stats +2 Cun +2 Wil Sharp, long, and deadly. |
Sunsun the dwarven-steel longsword (30-41 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +4 fire On Crit.r2 +4 arcane On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 While equipped: dps ---------- Dmg.mod +9% arcane Acc +5 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +25% Sharp, long, and deadly. |
flaming iron mace (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit.r1 +7 fire Blunt and deadly. |
acidic iron waraxe of crippling (10-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Arcane/Master Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 While equipped: dps ---------- Phys.crit +6.0% One-handed war axes. |
iron waraxe (13-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
steel waraxe of crippling (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% One-handed war axes. |
hateful iron dagger of massacre (14-19 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master/Psionic Power 14.5 - 18.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 darkness Against +5% Living Sharp, short and deadly. |
iron dagger of massacre (16-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Poltergeist's steel dagger 'Searsnake' (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Psionic Power 14.0 - 18.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 fire +5 nature On Hit: * 20% chance to slow global speed by 35% * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 35% ----- def ----- Defense +4 (+2 eff.) Resists +5% arcane +3% cold Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Sharp, short and deadly. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+6 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
swiftstrike rough leather sling4.0 T1 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Proj.spd +200% While equipped: Stats +2 Cun dps ---------- Phys.spd +10% Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
acidic pouch of iron shots of accuracy (8/11, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 11 On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Shots are used with slings to pummel your foes to death. |
pouch of iron shots (12/12, 16-19 power, 1 apr)3.0 T1 shot ammo [Normal] Power 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 12 Shots are used with slings to pummel your foes to death. |
iron shield (0 def, 2 armour, 20 block)7.0 T1 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking iron shield of acid resistance (+15%) (0 def, 2 armour, 23 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 lightning Melee Ret 1 lightning ----- def ----- Armour +2 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 39 block)7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
slimy cashmere robe of nature (+18%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +12% nature On Melee Ret: * 3% chance to slow global speed by 35% * 3 arcane resource burn ----- def ----- Resists +18% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour of fire resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% fire +10% light +10% darkness A suit of armour made of leather. |
rejuvenating rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +20.00 HP.reg +2.10 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
impenetrable steel mail armour of lightning resistance (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +18% lightning A suit of armour made of mail. |
impenetrable iron plate armour (0 def, 15 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +15 Fatigue +22% A suit of armour made of metal plates. |
Cuthostir the Morbustide (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +3% darkness Res.pen +20% nature ----- def ----- Armour +11 Fatigue +22% Resists +17% cold ---------- misc See.Invis +6 A suit of armour made of metal plates. |
blurring rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +2 (+2 eff.) ----- def ----- Defense +9 (+4 eff.) Phys.save +6 (+3 eff.) Stealth +6 A belt that goes around your waist. |
enveloping linen cloak of the hunter (7 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +16 (+6 eff.) ----- def ----- Defense +7 (+3 eff.) Fatigue -4% Phys.save +6 (+3 eff.) Max.HP +41.00 ---------- misc Max.stam +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arossra (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +6 Cun +2 Wil dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Resists +3% light +6% darkness Phys.save +5 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +6 (+5 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Tagund' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Resists +5% fire +6% cold Mind.save +3 (+3 eff.) ---------- misc Hate/m.crit +3.00 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xeryreta the Squalorquencher (0 def, 5 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Dmg.mod +3% nature +9% physical ----- def ----- Armour +5 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+3 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Kindleguile the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +12% fire 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. |
iron helm 'Cuthirath' (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Resists +12% mind Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
120 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. |
scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Max.HP +40.00 ---------- misc Light +3 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. |
Samikalthoyon [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Resists +6% mind +3% darkness Knockbk- +20% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Mandia the Whitehoof Doombringer level 10
1st Mirth 122nd year of Ascendancy at 05:31 see stats
Log
Melee retaliation hits Poltergeist steel dagger 'Searsnake' for 6 fire, 6 fire (12 total damage).
Poltergeist steel dagger 'Searsnake''s beam trap hits Mandia for 66 arcane damage.
Mandia hits Poltergeist steel dagger 'Searsnake' for (18 parried), 33 physical, 7 fire (40 total damage).
Mandia is not stunned anymore.
Talent Rush is ready to use.
Mandia receives 2 healing from Devouring flames from Mandia.
Burning from Mandia hits Poltergeist steel dagger 'Searsnake' for 8 fire damage.
Mandia resists the vile poison!
Poltergeist steel dagger 'Searsnake' hits Mandia for 18 physical, 2 fire, 1 nature, 20 physical, 2 fire, 1 nature (45 total damage).
Melee retaliation hits Poltergeist steel dagger 'Searsnake' for 12 fire, 12 fire (24 total damage).
Poltergeist steel dagger 'Searsnake''s beam trap hits Mandia for 66 arcane damage.
Mandia speeds up.
Talent Obliterating Smash is ready to use.
Mandia casts Draining Assault.
Poltergeist steel dagger 'Searsnake' is stunned by the burning flame!
Mandia steals life from Poltergeist steel dagger 'Searsnake'!
Poltergeist steel dagger 'Searsnake' hits Mandia for 36 healing, 4 healing, 19 healing (0 total damage) [59 healing].
Mandia hits Poltergeist steel dagger 'Searsnake' for (18 parried), 116 physical, 14 fire, 161 physical (291 total damage).
Mandia killed Poltergeist steel dagger 'Searsnake'!
Poltergeist steel dagger 'Searsnake''s beam trap hits Mandia for 66 arcane damage.
Mandia picks up (m.): thought-forged iron longsword (12-16 power, 2 apr).
Mandia picks up (i.): shimmering ash magestaff of warding (15-18 power, 3 apr, cold element).
Poltergeist steel dagger 'Searsnake''s beam trap hits Mandia for (6 flat reduction), 60 arcane (60 total damage).
Mandia triggers a trap (Poltergeist steel dagger 'Searsnake''s disarming trap)!
Mandia is disarmed!
Mandia picks up (v.): Poltergeist's steel dagger 'Searsnake' (14-18 power, 6 apr).














































































































