










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.
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Proper Possession 1.7.0
Frequently Asked Questions: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Doombringer Destroyer Reskin 1.7.6This allows Doombringers to select a different Destroyer form than just the Champion of Uhr'rok. Nothing against the Champ, but maybe some characters wanna look a little different when they hulk out. Now, the Destroyer can use any of the various demonic appearances, or even a number of non-demonic forms: a faeros of one size or another, a phoenix, and quite a bit more. Even dragons! (Wyrmics, you had your chance.) The text of Destroyer has been very slightly tweaked to reflect the more general and/or personal effect. I mostly aimed to include fire-elemental stuff, given the class, but there are some selections that don't really slot into either "demon" or "fire" — i.e., if you wanna morph into a big sandworm, that's also cool. There are two ways to configure this addon, both only visible to Doombringers:
I suspect the chosen setting will likely also impact the temporary Destroyer mode granted randomly by demon statues, too, though that's one thing I haven't tested. This addon has no mechanical component; it's purely cosmetic. It is also very easy to fork and extend, if desired; just add a new entry — a name and a filename — to the Width-variant tiles are not currently supported. --- CHANGELOG:
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: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 25 / 9% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 32 (base 27) |
| Dexterity | 16 (base 11) |
| Constitution | 24 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 96 (base 49) |
| Cunning | 59 (base 40) |
Resources
| Life | 538/538 |
| Stamina | 377/377 |
| Equilibrium | 50 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 0.27931685148414 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 45.330752365993 |
| See Invisible | 45.330752365993 |
Offense: Mainhand
| Damage | 101 |
| Accuracy | 40 |
| Crit Chance | 16% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Nature | +26% |
| Mind | +15% |
| Lightning | +9% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Lightning | +5% |
| Fire | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 38 (65.65183292883%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 39 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 26%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 24%( 70%) |
| Darkness | + 42%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 64%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Disarm Resistance | 31% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 807% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 91 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Summon - Plant | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Commune with Nature | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Poisons | 2.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Summon - Animal | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Clan | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Blood and Iron | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Damage Resonance |
| talent | Strengthened Bond |
| talent | Elemental Harmony |
| talent | Commune with Nature |
| talent | Numbing Poison |
| talent | Crippling Poison |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Flangeth. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You abandoned lost warrior, to death. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed giant spider spinneret. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within6 lumberjacks have died. | 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 | Flashtreason the pair of drakeskin leather boots (9 def, 13 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ When Hit 2 fire On-Hit (Melee): * 20% chance to slow global speed by 60% defense ------ Armor +13 Defense +9 (+3 eff.) Resistance +5% acid +6% light +3% darkness +9% cold +10% fire +5% arcane +12% lightning Physical save +12 (+6 eff.) Spell save +5 (+2 eff.) Mind save +9 (+3 eff.) Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +5 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 | Aerodavea the Shimmerslice (11 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% nature +9% lightning Ignore resists +5% lightning +5% cold defense ------ Armor +2 Defense +11 (+4 eff.) Resistance +16% nature Blind Resist +10% A pointy cloth hat, very wizardly... |
| Tool | supercharged elm totem of healing [power 140] (16 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 140 Puts all charms on 16 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Blazehunger the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Wil offense ------ Ignore resists +10% fire defense ------ Fatigue -4% Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +10 (+3 eff.) other ------- Encumbrance +20 Rings make your fingers look great! |
| On fingers | sneakthief's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +10 Cun +5 Dex offense ------ On-Hit 8 physical On-Ranged-Hit 7 physical Accuracy +6 (+2 eff.) On-Hit (Melee): * 11% chance to reduce all saves and defense by 32 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 32 other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
| In main hand | steel greatmaul 'Elara' (26-38 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 25.5 - 38.2 Physical Uses 120% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 mind On Hit: * 30% chance to reduce all saves and defense by 32 While equipped: Stats +17 Wil +3 Cun +9 Con offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +7 (+2 eff.) Resistance +6% temporal Life +14.00 Disarm Resist +31% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Massive two-handed mauls. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Fire Breath: Effective talent level: 2.0 Power cost 21 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 142.89 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Duvoneg the Dawnwoe (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Ignore resists +20% nature When Hit 6 light defense ------ Defense +1 (+0 eff.) Resistance +3% light Mind save +6 (+2 eff.) other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+5 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
regeneration infusion (heal 89; 16 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 89 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune of the wizard (absorb 228; dur 5; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 228 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of magic (+3) =mag=0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +14% temporal Pinning Resist +21% Knockbk Resist +21% Amulets make your neck look great! |
rogue's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Life +22.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
wizard's copper ring of time (+11%) =mag=0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +11% temporal defense ------ Resistance +11% temporal Spell save +6 (+2 eff.) Rings make your fingers look great! |
sneakthief's steel ring of luminosity =mag=0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +1 Mag +5 Cun offense ------ On-Hit 13 light On-Ranged-Hit 12 light Damage +11% light Accuracy +8 (+3 eff.) Rings make your fingers look great! |
titan's steel ring =con=0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
psionicist's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+3 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
truestriking iron longsword of phasing (12-16 power, 8 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +2.5% Attack Speed 100% Ignore Shields +11% While equipped: offense ------ Ignore resists +5% physical Accuracy +5 (+2 eff.) Ignore Armor +6 Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
enhanced cured leather sling of cunning (+5)4.0 Encumbrance T2 sling 1H weapon [Ego+] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Wil Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +5 Str +4 Dex +4 Mag +5 Wil +8 Cun +4 Con offense ------ Ignore resists +6% physical Slings are used to hurl stones or metal shots at your foes. |
blazebringer's dwarven-steel steamgun of tinkering (+2)4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Steam Pool [Ego+] Nature/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 0% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-crit, radius 2 +28 fire Uses 2.0 Steam While equipped: Stats +2 Cun offense ------ Steampower +10 (+4 eff.) Global Speed +6% Ignore resists +9% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty dwarven-steel steamgun of tinkering (+2)4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Steam Pool [Ego] Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 0% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +2 Cun +1 Str offense ------ Physical Power +7 (+3 eff.) Steampower +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of steel shots of crippling (17/17, 18-22 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Master Weapon Damage 18.5 - 22.2 Physical Uses 0% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +11.5% Capacity 17 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of wind (7/15, 32-38 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Nature Weapon Damage 32.0 - 38.4 Physical Uses 0% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 15 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 116 physical damage Shots are used with slings to pummel your foes to death. |
windwalling steel shield of fire resistance (+11%) (0 def, 4 armour, 41 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil defense ------ Armor +4 Fatigue +8% Resistance +15% fire +11% physical Windwall +12 Slow Projectiles +17% other ------- Talents +1 Block Handheld deflection devices. |
Vestments of the Conclave (0 def, 0 armour) =mag=2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +0 Cun +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+10 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
woollen robe 'Noonquencher' (0 def, 0 armour) =blight=2.0 Encumbrance T2 cloth armor [Random Unique] Arcane While equipped: offense ------ Damage +8% acid +5% physical +12% blight +5% cold +3% mind +9% fire Ignore resists +5% light When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 32 defense ------ Resistance +7% lightning +7% darkness +18% fire +9% all +12% acid +10% physical +19% blight +19% cold +7% light Physical save +12 (+6 eff.) Spell save +22 (+7 eff.) Mind save +12 (+4 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's cured leather armour (9 def, 6 armour)9.0 Encumbrance T2 light armor [Ego+] Master While equipped: Stats +3 Cun +5 Dex defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
enlightening dwarven-steel mail armour of the deep (3 def, 10 armour) =water=14.0 Encumbrance T3 heavy armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +10 Defense +3 (+1 eff.) Fatigue +12% Resistance +6% acid +8% cold Mind save +10 (+3 eff.) other ------- Breathe water A suit of armour made of mail. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
linen cloak of Iron Throne (1 def, 0 armour) =con=2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ 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. |
Cloudspawner (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +5 Wil offense ------ Damage +10% darkness +6% lightning Ignore resists +5% darkness defense ------ Defense +2 (+1 eff.) Resistance +3% temporal +13% darkness +6% mind Spell save +8 (+3 eff.) Stealth +5 Life Regen +2.00 Healmod +20% other ------- 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. |
resilient cashmere cloak of mindcraft (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +6% defense ------ Defense +2 (+1 eff.) Life +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of massiveness (0 def, 1 armour) =con=2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +4 Str +4 Con offense ------ Damage +6% physical defense ------ Armor +1 other ------- Size +1 A pair of boots made of leather. |
Snowwilder the pair of iron boots (0 def, 3 armour) =mag=3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +2 Con offense ------ Spellpower +4 (+4 eff.) Damage +6% blight Ignore resists +5% cold defense ------ Armor +3 Fatigue +2% Resistance +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of magic (+2) (0 def, 1 armour) =mag=1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Unarmed combat: Weapon Damage 9.0 - 9.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap 'Gloomprophet' (0 def, 1 armour) =con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Str +2 Dex +5 Con offense ------ Physical Power +3 (+1 eff.) Damage +9% darkness Ignore resists +5% darkness defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Dourclamor (2 def, 0 armour) =lightning=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Physical Power +30 (+10 eff.) Damage +12% lightning defense ------ Defense +2 (+1 eff.) Resistance +18% lightning +3% darkness other ------- Max hate +4.00 A pointy cloth hat, very wizardly... |
iron helm of knowledge (0 def, 3 armour) =cun=3.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm of trickery (0 def, 7 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex offense ------ Ignore Armor +5 defense ------ Armor +7 Fatigue +4% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 Encumbrance 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. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Balugodan the iron pickaxe (dig speed 19 turns) =mag=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Mag offense ------ Damage +3% physical defense ------ Resistance +9% mind +3% temporal Mind save +3 (+1 eff.) Life +22.00 other ------- Max stamina +16.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Yviranne the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +2 Str +2 Wil +3 Cun offense ------ Physical Power +10 (+4 eff.) Damage +5% nature Accuracy +5 (+2 eff.) defense ------ Resistance +10% nature other ------- Stamina/turn +1.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 364/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm totem of thorny skin [power 15] (17 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Flangeth the Cornac Summoner level 17
58th Dusk 122nd year of Ascendancy at 02:05 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Flangeth the Cornac Summoner level 22
11st Haze 122nd year of Ascendancy at 06:03 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Flangeth the Cornac Summoner level 10
17th Dusk 122nd year of Ascendancy at 10:19 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Flangeth the Cornac Summoner level 20
74th Dusk 122nd year of Ascendancy at 21:24 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Flangeth the Cornac Summoner level 23
29th Haze 122nd year of Ascendancy at 16:58 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Flangeth the Cornac Summoner level 9
13rd Dusk 122nd year of Ascendancy at 08:11 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Flangeth the Cornac Summoner level 17
65th Dusk 122nd year of Ascendancy at 17:23 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Flangeth the Cornac Summoner level 16
36th Dusk 122nd year of Ascendancy at 02:07 see stats
Log
Flangeth wears (replacing sneakthief's steel ring of luminosity =mag=): sneakthief's steel ring of misery.
Flangeth wears (replacing Vestments of the Conclave (0 def, 0 armour) =mag=): Spider-Silk Robe of Spydrë (10 def, 15 armour).
Flangeth wears (replacing Snowwilder the pair of iron boots (0 def, 3 armour) =mag=): Flashtreason the pair of drakeskin leather boots (9 def, 13 armour).
Flangeth wears (replacing rough leather gloves of magic (+2) (0 def, 1 armour) =mag=): Wyrmbreath (0 def, 4 armour).
Flangeth wears (replacing copper amulet of magic (+3) =mag=): The Black Core.
Bear leaves the cover of its shell.
You gain 1.22 gold from the transmogrification of grounding copper amulet.
Resting starts...
Poison ivy stops regenerating health quickly.
Bear stops regenerating health quickly.
Giant venus flytrap (bonded) stops regenerating health quickly.
Your summoned war hound disappears.
Flangeth stops regenerating health quickly.
Talent Hound is ready to use.
The World Tree stops regenerating health quickly.
Your summoned poison ivy disappears.
Talent Venus Flytrap is ready to use.
Your summoned giant venus flytrap (bonded) disappears.
Talent Bear is ready to use.
Your summoned The World Tree disappears.
Your summoned bear disappears.
Talent Poison Ivy is ready to use.
Talent The World Tree is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).






















































































