









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.6.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.6.7Official 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.
Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.10This 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 1.6.5Quality 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. Showing Items Tier in Inventory 1.6.0This 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 | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Brawler |
| Level / Exp | 13 / 87% |
| Size | big |
| Lifes / Deaths | Killed by Emalle the war bear at level 13 on the 5th Dusk 122nd year of Ascendancy at 05:06 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 25 (base 13) |
| Dexterity | 31 (base 26) |
| Constitution | 20 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 47 (base 39) |
Resources
| Life | -21/423 |
| Stamina | 99/146 |
| Healing Factor | 1.0789473684211 |
| Regeneration | 41.819668959538 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Barehand
| Damage | 58 |
| Accuracy | 36 |
| Crit Chance | 19% |
| APR | 9 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 12% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 12% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Physical | -10% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Fire | +10% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 3 (35.629139072848%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 17 |
| Mental Save | 39 |
Defense: Resistances
| Blight | 0%( 70%) |
| Cold | + 5%( 70%) |
| All | 0%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 43%( 70%) |
| Nature | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
| Poison Resistance | 50% |
| Stun Resistance | 62% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.46 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 16% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
| beneficial effect | Increases defense by 10. Mobile Defense |
| beneficial effect | The target has 19 increased life regeneration. Recovery |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+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 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | Brightbrace the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Dex +4 Wil ----- def ----- Armour +1 Resists +6% lightning +6% temporal +6% fire Crit.dmg- 10.00% ---------- misc Light +1 A pair of boots made of leather. |
| On hands | psychic's dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 mind Dmg.mod +3% mind ----- def ----- Armour +2 Fatigue +3% Resists +7% mind Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% On Crit.r2 +6 mind On Hit: 20% Psychic Lobotomy 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Arille the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Res.pen +5% blight ----- def ----- Defense +1 (+1 eff.) Resists +3% mind +3% light Spell.save +6 (+4 eff.) Mind.save +6 (+2 eff.) Stun/Frz- +20% A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings can have magical properties. |
| Around neck | Blazespiker the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +2 Cun +3 Wil dps ---------- Res.pen +25% mind +10% fire ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.08 Masteries +0.16 Technique/Conditioning +0.16 Cunning/Dirty fighting Amulets can have magical properties. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 33.91 to 101.74 lightning damage (67.83 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Light source | brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 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. |
| Around waist | insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
Inventory
savior's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Phys.save +7 (+6 eff.) Spell.save +7 (+5 eff.) Mind.save +7 (+3 eff.) Rings can have magical properties. |
surging elm starstaff of invocation (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +9 (+9 eff.) S.pwr/crit +8 Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 2 cone, dealing 9.51 to 11.42 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Glinttyphoon' (17-20.4 power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+8 eff.) Dmg.mod +6% acid +17% temporal On Hit (Melee): * 20% chance to reduce armor by 0% ----- def ----- Armour +6 Defense +7 (+3 eff.) ---------- misc Mana/turn +0.16 Max.mana +32.00 Max.P.En +5.00 Max.N.En +5.00 Wards +3 temporal Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Vorirarimina' (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+6 eff.) Dmg.mod +15% blight Res.pen +25% arcane ----- def ----- Resists +3% darkness Teleport- +10% ---------- misc Mana/s.crit +1.00 Max.psi +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of channeling (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +10.00% Spell.pwr +14 (+13 eff.) Dmg.mod +15% temporal ---------- misc Mana/turn +0.10 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. |
Layibregavena the yew vilestaff (20-24 power, 4 apr, blight element)5.0 T3 staff 1H weapon Reqs Mag 24 [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Spell.crit +7% Spell.pwr +9 (+9 eff.) Dmg.mod +20% blight Res.pen +5% temporal ----- def ----- Armour +4 Defense +4 (+2 eff.) Phys.save +9 (+7 eff.) Spell.save +6 (+4 eff.) Mind.save +8 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +30.00 Wards +2 blight Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced iron longsword (12.5-17.5 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +22% Sharp, long, and deadly. |
Khelitar the Ravenbane (23-32.2 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Psionic Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 darkness Against +7% Living On Hit.r1 +5 fire On Crit.r2 +4 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: ----- def ----- Resists +3% darkness Sharp, long, and deadly. |
Ulukhad the Freezesever (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Melee Ret 4 cold ----- def ----- Resists +3% acid +5% arcane +3% nature +3% light Knockbk- +20% One-handed war axes. |
iron waraxe of crippling (13-18.2 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% 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. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+8 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger of erosion (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature Power 10.5 - 13.7 Physical Uses 45% Str, 45% Dex Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 nature Sharp, short and deadly. |
caustic rough leather sling4.0 T1 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.1% dam / acc Atk.spd 100% Range +6 On Crit.r2 +9 acid +9 nature While equipped: dps ---------- Res.pen +6% acid +8% nature Apr +5 Slings are used to hurl stones or metal shots at your foes. |
shocking steel shield (0 def, 4 armour, 38 block)7.0 T2 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 9 lightning Melee Ret 2 lightning ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shimmering woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +13% arcane ----- def ----- Resists +9% all ---------- misc Max.mana +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% blight +15% cold +11% nature A suit of armour made of leather. |
iron mail armour of implacability (2 def, 8 armour)14.0 T1 heavy armor [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +7% Phys.save +6 (+5 eff.) A suit of armour made of mail. |
Blackstreak the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Res.pen +20% darkness Melee Ret 2 mind ----- def ----- Armour +1 Resists +6% lightning +6% temporal +3% darkness +3% blight A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal A pair of boots made of leather. |
pair of rough leather boots 'Blastshaper' (2 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +3% fire ----- def ----- Armour +1 Defense +2 (+1 eff.) Phys.save +12 (+8 eff.) Max.HP +40.00 Blind- +10% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Hurularach the Blazevagrant (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +9% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Resists +8% lightning +9% temporal +6% nature +9% blight A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [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 'Githra' (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Mag ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal +6% mind 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 strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Unarmed combat: Power 11.5 - 12.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's rough leather cap of constitution (+2) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
rough leather cap 'Rimewitch' (0 def, 7 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +7 Fatigue +1% Resists +6% lightning +5% temporal +3% acid +6% blight Max.HP +20.00 HP.reg +2.00 Poison- +10% A cap made of leather. |
rough leather cap 'Singemistress' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 4 acid ----- def ----- Armour +1 Fatigue +1% Resists +21% fire +5% cold A cap made of leather. |
thaloren iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor [Ego+] Master While equipped: Stats +3 Dex +2 Wil ----- def ----- Armour +3 Fatigue +5% Resists +16% blight Mind.save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. It was hardened by the digestive sack. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
54 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. |
Dramadig2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Dex +3 Wil dps ---------- Dmg.mod +5% mind Acc +5 (+3 eff.) Apr +1 ----- def ----- Defense +10 (+4 eff.) ---------- misc Light +3 Infravis +3 See.Invis +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. |
brass lantern 'Belavor'2.0 T1 lite [Rare] Psionic While equipped: Stats +6 Str dps ---------- Apr +1 ----- def ----- Armour +2 Mind.save +5 (+2 eff.) ---------- misc Stam/turn +1.00 Light +3 See.Stealth +6 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. |
Glintfury the iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Wil ----- def ----- Fatigue -5% Resists +3% light ---------- misc Light +1 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% 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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dangdle the Krog Brawler level 11
2nd Flare 122nd year of Ascendancy at 21:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dangdle the Krog Brawler level 10
2nd Mirth 122nd year of Ascendancy at 23:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dangdle the Krog Brawler level 10
3rd Mirth 122nd year of Ascendancy at 15:01 see stats
Log
Emalle the war bear is back to normal.
Emalle the war bear hits Dangdle for (11 flat reduction), 54 physical (54 total damage).
Dangdle is no longer attuned.
Emalle the war bear uses Nature's Touch.
Emalle the war bear receives 228 healing.
Dangdle uses Clinch.
Emalle the war bear shrugs off Dangdle's 'Grappled'!
Dangdle is engaged in a grapple!
Dangdle hits Emalle the war bear for 55 physical, 5 mind, 16 fire (76 total damage).
Emalle the war bear uses Knockback.
Emalle the war bear performs a melee critical strike against Dangdle!
Dangdle is crippled.
Grappling hits Emalle the war bear for 6 physical damage.
Emalle the war bear hits Dangdle for (11 flat reduction), 106 physical (106 total damage).
Dangdle has released the hold.
Talent Infusion: Regeneration is ready to use.
Dangdle uses Infusion: Regeneration.
Dangdle starts regenerating health quickly.
Emalle the war bear uses Shattering Shout.
Emalle the war bear hits Dangdle for (11 flat reduction), 141 physical (141 total damage).
Dangdle the level 13 krog brawler was punctured to death by Emalle the war bear on level 3 of Scintillating Caves.
Dangdle is not crippled anymore.
Dangdle deactivates Striking Stance.
Dangdle stops regenerating health quickly.
Dangdle deactivates Exploit Weakness.
Dangdle has finished recovering.
































































































