












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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.
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Doomed |
| Level / Exp | 18 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Usnelic at level 18 on the 20th Shortage 122nd year of Ascendancy at 00:34 / 1 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 18.340449927278 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 49.340449927278 (base 37) |
| Cunning | 51 (base 46) |
Resources
| Life | -44/444 |
| Hate | 103/103 |
| Equilibrium | 25 |
| Healing Factor | 1.0738895392157 |
| Regeneration | 0.26847238480392 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
| See Invisible | 8.3404499272777 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 37 |
| Crit Chance | 17% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 37 |
| Crit Chance | 18% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +20% |
| Acid | +9% |
| Light | +3% |
| Darkness | +5% |
| Cold | +22% |
| Mind | +16% |
| Fire | +20% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +16% |
| Fire | +5% |
| Mind | +16% |
| Cold | +20% |
| Nature | +3% |
Defense: Base
| Armour (hardiness) | 23 (35.65183292883%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 26 |
| Mental Save | 35 |
Defense: Resistances
| Physical | + 17%( 72%) |
| Cold | + 58%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 24%( 78%) |
| Temporal | + 19%( 70%) |
| Mind | + 21%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 38% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -3 Luck, +5 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 38 mind and 34 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 59 Mind damage, and deal 53 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -3 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 black mamba head. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. | 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 within | active |
Equipment
| On feet | Growwell (Misfortune) (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Mag +6 Wil dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) Dmg.mod +6% acid +18% nature Apr +5 ----- def ----- Armour +3 Curse of Misfortune A pair of boots made of leather. |
| Light source | brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- 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. |
| On head | Duvebers the Frostsear (Shrouds) (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +3% light +6% cold Res.pen +15% cold Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +9% mind +12% cold ---------- misc Light +2 Curse of Shrouds A cap made of leather. |
| On hands | Glacierbore the hardened leather gloves (Nightmares) (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +4 Dex dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +5% cold On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +2 Spell.save +3 (+2 eff.) ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm totem of healing [power 116] (13/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Singestalker'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +20% fire +9% mind Res.pen +10% mind +5% fire Melee Ret 2 acid ----- def ----- Resists +22% fire Rings make your fingers look great! |
| On fingers | Zubutira the Deepswill0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Mag dps ---------- Res.pen +10% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
| Around neck | copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
| In main hand | hateful mossy mindstar (Nightmares) (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego+] Nature/Psionic Power 2.5 - 2.8 Mind Uses 49% Wil, 29% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +1 (+1 eff.) Dmg.mod +7% mind +5% darkness Res.pen +6% mind +6% darkness ---------- misc Max.hate +3.00 Talents +1 Attune Mindstar Curse of Nightmares 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. |
| Around waist | grounding rough leather belt of transcendence (Misfortune)1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% lightning +6% temporal Phys.save +6 (+3 eff.) Curse of Misfortune A belt that goes around your waist. |
| In off hand | harmonious thorny mindstar of balance (Shrouds) (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 29% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +2% nature Res.pen +3% nature ----- def ----- Resists +2% nature Phys.save +2 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Curse of Shrouds 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. |
| Cloak | Belyyana the cashmere cloak (Nightmares) (22 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 6 mind ----- def ----- Armour +7 Defense +22 (+10 eff.) Resists +3% fire +16% cold Crit.chn- 15.00% Stun/Frz- +10% Knockbk- +20% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe 'Ivuwe' (Shrouds) (0 def, 8 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +16% cold ----- def ----- Armour +8 Resists +24% cold +11% all Crit.chn- 5.00% Mind.save +12 (+5 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the warrior (heal 138; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 138 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 nature talent. Press to compare to your current inscriptions |
teleportation rune of the psychic (range 69; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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... |
copper amulet 'Flashsorrow'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Acc +15 (+8 eff.) Melee Ret 6 mind ----- def ----- Resists +12% lightning +3% fire +9% mind Stun/Frz- +21% Amulets make your neck look great! |
stabilizing copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
starlit copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +11% darkness Heal.mod +11% Blind- +20% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 277 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
mule's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -5% Resists +22% nature ---------- misc Max.enc +20 Rings make your fingers look great! |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings make your fingers look great! |
mule's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Fatigue -5% Resists +24% acid ---------- misc Max.enc +21 Rings make your fingers look great! |
mossy mindstar of balance (Misfortune) (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Curse of Misfortune 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. |
blooming vined mindstar of clarity (Corpses) (5-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +3 (+1 eff.) Heal.mod +10% Heal/summ +14 ---------- misc Max.psi +12.00 Talents +1 Attune Mindstar Curse of Corpses 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. |
pouch of steel shots of accuracy (13/13, 22-27 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 22.5 - 27.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +4.5% Capacity 13 Shots are used with slings to pummel your foes to death. |
Balancepython (Misfortune) (3 def, 2 armour)2.0 T1 cloth armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% physical Melee Ret 4 physical ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +6% nature +7% all Phys.save +16 (+8 eff.) ---------- misc Max.stam +10.00 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of fire (+16%) (Shrouds) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +7% all +16% fire Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of the mind (+13%) (Misfortune) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +13% mind ----- def ----- Resists +13% mind +7% all Mind.save +16 (+7 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide hardened leather armour of the deep (Misfortune) (9 def, 9 armour)9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +9 Defense +9 (+4 eff.) Fatigue +8% Resists +6% acid +8% cold Max.HP +42.00 HP.reg +3.60 Heal.mod +13% ---------- misc Breathe water Curse of Misfortune A suit of armour made of leather. |
Lisota the rough leather belt (Shrouds)1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil +1 Mag dps ---------- Spell.crit +7% Spell.pwr +5 (+2 eff.) ----- def ----- Max.HP +36.00 ---------- misc Mana/turn +0.04 Curse of Shrouds A belt that goes around your waist. |
Dagegorn the Furnacevortex (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- Dmg.mod +6% fire ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 ---------- misc Equi/ret +0.08 Psi/ret +0.16 Max.hate +2.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (Nightmares) (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +7 (+3 eff.) Phys.save +7 (+4 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Daimafang' (Madness) (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold ---------- misc Psi/ret +0.12 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emalaith the pair of rough leather boots (Misfortune) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Wil +2 Cun +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Apr +4 ----- def ----- Armour +1 ---------- misc Hate/m.crit +1.00 Max.psi +30.00 Curse of Misfortune A pair of boots made of leather. |
Starcrack (Nightmares) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Res.pen +10% cold ----- def ----- Armour +1 Resists +6% light Crit.chn- 5.00% ---------- misc Stam/turn +0.40 Max.stam +12.00 Curse of Nightmares A pair of boots made of leather. |
Tyruivon the Cloudparry (Nightmares) (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Acc +5 (+3 eff.) ----- def ----- Armour +1 Resists +14% lightning +6% temporal ---------- misc See.Invis +3 Curse of Nightmares A pair of boots made of leather. |
pair of rough leather boots of strife (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Ego+] Psionic While equipped: Stats +2 Con +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +1 Curse of Shrouds Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Ce'Nann (Misfortune) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +3 Fatigue +2% Resists +3% light Phys.save +12 (+6 eff.) Spell.save +9 (+5 eff.) Mind.save +12 (+5 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of tirelessness (Nightmares) (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +19.00 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rhatir the rough leather gloves (Corpses) (0 def, 6 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Str +1 Dex dps ---------- Melee+ 5 physical Dmg.mod +4% physical Res.pen +15% mind ----- def ----- Armour +6 ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (Nightmares) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares These gloves are coated with a thick, green liquid. |
steady iron gauntlets of dexterity (+2) (Shrouds) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +16 (+8 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Gloribretha the Festerkiller (Madness) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +2 Str dps ---------- Dmg.mod +3% nature Res.pen +15% nature ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.hate +2.00 Curse of Madness A cap made of leather. |
rough leather cap 'Areruirath' (Madness) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% mind Res.pen +5% mind Apr +2 ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +1.00 Curse of Madness A cap made of leather. |
stabilizing rough leather cap of strength (+3) (Nightmares) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) Curse of Nightmares A cap made of leather. |
Dagosafast (Misfortune) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Dex +1 Mag ----- def ----- Armour +3 Fatigue +5% Max.HP +80.00 Teleport- +20% ---------- misc See.Invis +3 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xerileth the Bleaksquall (Nightmares) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% acid +3% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +3 Fatigue +5% Resists +9% acid Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of constitution (+3) (Nightmares) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
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. |
2 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. |
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. |
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. |
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. |
Crystal Focus =T2 fodder=0.0 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- 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. |
iron pickaxe 'Corpserot' (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Wil +2 Con dps ---------- Dmg.mod +9% nature Res.pen +15% nature ----- def ----- Resists +20% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
cleansing iron torque of gale force [power 105] (13/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 105] (13/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of clear mind [power 1] (13/25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Usnelic the Dwarf Doomed level 10
15th Profit 122nd year of Ascendancy at 13:30 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Usnelic the Dwarf Doomed level 6
19th Voratun 122nd year of Ascendancy at 03:21 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Usnelic the Dwarf Doomed level 7
11st Profit 122nd year of Ascendancy at 17:20 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Usnelic the Dwarf Doomed level 6
30th Voratun 122nd year of Ascendancy at 08:13 see stats
Log
Usnelic hits Usnelic for (44 deflected) damage.
You have deflected 55 incoming damage!
Usnelic hits Usnelic for (55 deflected) damage.
You have deflected 66 incoming damage!
Usnelic hits Usnelic for (66 deflected) damage.
You have deflected 77 incoming damage!
Usnelic hits Usnelic for (77 deflected) damage.
Usnelic uses Infusion: Regeneration.
Usnelic starts regenerating health quickly.
You have deflected 45 incoming damage!
Shadow casts Phase Door.
Usnelic hits Usnelic for (45 deflected) damage.
Usnelic uses Infusion: Healing.
Usnelic receives 52 healing from Infusion: Healing.
Usnelic uses Infusion: Wild.
Usnelic lessens the pain.
Usnelic activates his elm totem of healing!
Usnelic receives 121 healing.
You have deflected 18 incoming damage!
Usnelic hits Usnelic for (18 deflected) damage.
You have deflected 18 incoming damage!
Talent Unseen Force is ready to use.
Usnelic hits Usnelic for (18 deflected) damage.
Usnelic the level 18 dwarf doomed suffocated to death on level 4 of Sandworm lair.


































































































