










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds 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. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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! OldRPG - Music Mod v2 - Part 3 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, OldRPG - Music Mod v2 - Part 2 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, 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:
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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
OldRPG - Music Mod v2 - Part 4 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, OldRPG - Music Mod v2 - Part 1 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Brawler |
| Level / Exp | 21 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 21 on the 22nd Dusk 122nd year of Ascendancy at 15:05 / 1 |
Primary Stats
| Strength | 31 (base 13) |
| Dexterity | 59 (base 50) |
| Constitution | 37 (base 11) |
| Magic | 17 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 48 (base 41) |
Resources
| Life | -119/692 |
| Stamina | 41/188 |
| Healing Factor | 1.3241015905906 |
| Regeneration | 8.275634941191 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.5% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 32.989687335918 |
| See Invisible | 32.989687335918 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 78 |
| Accuracy | 47 |
| Crit Chance | 21% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +16% |
| Light | +24% |
| Blight | +12% |
| Arcane | +13% |
| Physical | +11% |
| All | +6% |
Offense: Damage Penetration
| Mind | +5% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 16 (35.65183292883%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 8 |
| Physical Save | 22 |
| Spell Save | 18 |
| Mental Save | 24 |
Defense: Resistances
| Blight | + 12%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 9%( 70%) |
| All | 0%( 70%) |
| Darkness | + 5%( 70%) |
| Light | + 24%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 21%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Disarm Resistance | 24% |
| Stun Resistance | 0% |
| Poison Resistance | 11% |
| Knockback Resistance | 24% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| 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 417 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by large brown snake. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost tinker from death by Glyna the red crystal. Escort: lost tinker (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 2 of Norgos Lair) | failed |
You failed to protect the temporal explorer from death by thief. Escort: temporal explorer (level 1 of Ruins of Kor'Pul) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 |
Equipment
| On feet | The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| On hands | umbral dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 8 darkness Damage +5% darkness defense ------ Armor +2 Fatigue +3% Resistance +5% darkness Unarmed combat: Weapon Damage 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: 20% Moonlight Ray level 3 On Hit: * 6% chance to reduce damage dealt by 17% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | iron helm 'Emelenor' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Dex +4 Mag +3 Wil +2 Con offense ------ Spell Crit +1% Damage +6% blight +7% arcane defense ------ Armor +3 Fatigue +5% Resistance +5% arcane +3% mind Spell save +3 (+2 eff.) Life +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 10 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Glimmersin0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun offense ------ Physical Power +8 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +6 (+3 eff.) On-Hit 8 physical On-Ranged-Hit 8 physical Damage +12% light +6% all On-Hit (Melee): * 14% chance to reduce all saves and defense by 21 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 21 defense ------ Resistance +24% light +15% cold other ------- Hate-on-crit +2.00 Max hate +7.00 Light +3 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | Soothunter the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Resistance +6% blight +6% nature +6% mind Life +20.00 Poison Resist +11% Disease Resist +12% Disarm Resist +24% Pinning Resist +24% Knockbk Resist +24% Rings make your fingers look great! |
| Around neck | mindweaver's copper amulet of the eclipse0.1 Encumbrance T1 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +6 (+3 eff.) On-Hit 6 light 6 darkness Damage +6% light +5% darkness When Hit: * 6% chance to reduce damage dealt by 17% * 5% chance to blind defense ------ Mind save +6 (+3 eff.) Confus Resist +10% Amulets make your neck look great! |
| Main armor | troll-hide hardened leather armour of fire resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +17% fire Life +34.00 Life Regen +3.00 Healmod +12% A suit of armour made of leather. |
| Light source | Mayigathra2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Dex offense ------ Ignore resists +20% physical defense ------ Armor +4 Spell save +3 (+2 eff.) Life +45.00 other ------- Max stamina +10.00 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. |
| Cloak | Wrap of Stone (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+3 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.2 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 64.37 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around waist | insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +6% blight +6% cold +5% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Inventory
heroism infusion of the duelist (die at -391; dur 7; cd 26)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -391 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 782 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 854%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 854% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Chillstake0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +3 Con offense ------ Critical power +11.00% Damage +3% acid Ignore resists +5% acid Accuracy +6 (+2 eff.) Ignore Armor +11 When Hit 6 acid defense ------ Resistance +9% cold Physical save +5 (+2 eff.) Life +32.00 Life Regen +1.00 Amulets make your neck look great! |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
warrior's steel amulet of constitution (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Lightningedge the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Damage +6% lightning On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +6 (+2 eff.) Resistance +3% acid +3% fire +6% darkness +3% blight Rings make your fingers look great! |
gold ring 'Ulfubers'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun offense ------ Damage +9% physical defense ------ Armor +4 Defense +8 (+3 eff.) other ------- Hate-on-crit +2.00 Max hate +4.00 Max psi +40.00 Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Eclipsepain =stat=4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Random Unique] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-crit, radius 2 +21 fire On Hit: * 10% chance to reduce damage dealt by 17% While equipped: Stats +12 Str +22 Dex +11 Mag +20 Wil +10 Cun +16 Con offense ------ Global Speed +5% Ignore resists +14% fire other ------- Infravision +2 See Invisibility +6 Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+3 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 96.31 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (193). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
iron waraxe of the mystic (12-17 power, 2 apr) =mag=3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Mag +1 Wil offense ------ Spellpower +6 (+3 eff.) One-handed war axes. |
Blindwaker1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str +3 Dex offense ------ Physical Crit +1.0% When Hit 2 darkness defense ------ Defense +10 (+3 eff.) Resistance +3% physical Stealth +6 A belt that goes around your 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. |
spiritwalker's hardened leather belt =mag=1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +4 Mag other ------- Mana/turn +0.30 Max mana +31.00 A belt that goes around your waist. |
Startooth the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Mind Crit +1% Ignore resists +15% light +5% fire defense ------ Defense +1 (+0 eff.) Resistance +3% light other ------- EQ when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Voryra' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Dex +1 Mag +1 Cun defense ------ Defense +1 (+0 eff.) Resistance +3% darkness Spell save +6 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Taintspar (3 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Defense +3 (+1 eff.) Resistance +6% darkness +6% fire Stun Resist +10% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.2 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of rough leather boots 'Deepsdream' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Dex +1 Con offense ------ Physical Crit +3.0% Mind Crit +2% Ignore resists +5% darkness defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +24 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 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 125% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 42.20 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
heroic rough leather gloves (0 def, 4 armour)1.0 Encumbrance T1 hands armor [Ego+] Master While equipped: defense ------ Armor +4 Mind save +5 (+3 eff.) Life +40.00 Unarmed combat: Weapon Damage 11.5 - 12.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On Hit: 10% Battle Shout level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Xonne' (0 def, 15 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Dex +1 Con offense ------ On-Hit 6 physical Damage +4% physical defense ------ Armor +15 Fatigue +1% Resistance +3% light +3% temporal Confus Resist +10% Unarmed combat: Weapon Damage 11.0 - 15.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% On-Hit, radius 1 +6 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+4 eff.) defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 12.5 - 17.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Isiwyn the hardened leather cap (0 def, 3 armour) =mag=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Mag +2 Con offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +3 Fatigue +3% Resistance +5% fire +9% light +7% cold other ------- See Invisibility +9 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+7 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
insulating rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A cap made of leather. |
Neruvea the Kindlebrawn (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Rare] Nature While equipped: offense ------ Damage +12% nature +12% light Ignore resists +10% light +10% cold defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +9% cold Life +41.00 Life Regen +5.00 Healmod +13% other ------- Light +1 A suit of armour made of mail. |
Ebonywing the iron pickaxe (dig speed 19 turns) =mag=3.0 Encumbrance T1 digger tool [Rare] Psionic While equipped: Stats +1 Str +4 Mag +4 Wil +2 Con offense ------ Damage +6% fire +7% mind +6% darkness defense ------ Crit Resistance 15.00% Mind save +6 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the Iron Throne (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Life +20.00 other ------- Max stamina +17.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
brass lantern 'Hettulin' =mag=2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Wil +1 Mag offense ------ Physical Power +5 (+1 eff.) other ------- Stamina/turn +3.00 Light +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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron torque of psionic shield [power 25] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Basia the Doomelf Brawler level 15
6th Dusk 122nd year of Ascendancy at 06:21 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Basia the Doomelf Brawler level 20
19th Dusk 122nd year of Ascendancy at 20:29 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Basia the Doomelf Brawler level 6
78th Pyre 122nd year of Ascendancy at 20:08 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Basia the Doomelf Brawler level 10
8th Mirth 122nd year of Ascendancy at 02:15 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Basia the Doomelf Brawler level 20
19th Dusk 122nd year of Ascendancy at 03:20 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Basia the Doomelf Brawler level 8
5th Mirth 122nd year of Ascendancy at 21:24 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Basia the Doomelf Brawler level 14
6th Flare 122nd year of Ascendancy at 18:17 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Basia the Doomelf Brawler level 17
7th Dusk 122nd year of Ascendancy at 21:21 see stats
Log
Weirdling Beast hits Basia for 208 mind damage.
Basia hits Weirdling Beast for (51 absorbed), 0 physical, (5 absorbed), 0 physical, (9 absorbed), 0 darkness, (4 absorbed), 0 light (0 total damage).
Acid Splash from Weirdling Beast hits Basia for 22 acid damage.
Weirdling Beast feels pain again.
Basia is stunned with fear!
Basia rushes out!
You can only rush to a creature.
Basia casts Haste of the Doomed.
Basia lashes out with a flurry of fists.
Basia performs a melee critical strike against Weirdling Beast!
The shield around Weirdling Beast crumbles.
Basia casts Moonlight Ray.
Basia's spell attains critical power!
Weirdling Beast casts Manathrust.
Weirdling Beast hits Basia for 200 arcane damage.
Basia hits Weirdling Beast for (54 absorbed), 0 physical, (4 absorbed), 0 physical, (8 absorbed), 0 darkness, (4 absorbed), 0 light, (34 absorbed), 0 physical, (4 absorbed), 0 physical, (8 absorbed), 0 darkness, 4 light, (62 to bones), 0 darkness, 37 physical, 4 physical, 8 darkness, 4 light (57 total damage).
Acid Splash from Weirdling Beast hits Basia for 19 acid damage.
Basia shrugs off some effects!
Basia overcomes the gloom
Talent Clinch is ready to use.
Talent Take Down is ready to use.
Talent Disengage is ready to use.
Talent Double Strike is ready to use.
Talent Uppercut is ready to use.
Acid Splash from Weirdling Beast hits Basia for 19 acid damage.
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Basia for 173 mind damage.
Basia the level 21 doomelf brawler was mindraped to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.





































































































