









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Addon Pack 1.5.0Combines 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: Better Item Description 1.5.5This 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 Embers of Rage 1.5.0Official 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:
Improved Auto-explore and Rest 1.5.5Quality 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 1.5.5This 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 | Female |
| Race | Higher |
| Class | Doomed |
| Level / Exp | 23 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Aereba the minotaur at level 13 on the 6th Dusk 122nd year of Ascendancy at 16:59 / 2Killed by skeleton mage at level 23 on the 80th Haze 122nd year of Ascendancy at 12:49 |
| Antimagic | Follower |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 55 (base 44) |
| Cunning | 66.6 (base 51) |
Resources
| Life | -54/547 |
| Hate | 86/100 |
| Healing Factor | 1.1622958511348 |
| Regeneration | 0.29057396278371 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 44 |
| Crit Chance | 30% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 44 |
| Crit Chance | 28% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +17% |
| Mind | +38% |
| All | +10% |
| Lightning | +17% |
| Light | +22% |
| Darkness | +14% |
| Cold | +19% |
| Fire | +37% |
| Nature | +22% |
Offense: Damage Penetration
| Physical | +8% |
| Fire | +20% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 24 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 28 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 4%( 70%) |
| All | 0%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 3%( 70%) |
| Mind | + 16%( 70%) |
| Physical | + 2%( 71%) |
| Fire | + 30%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 45% |
| Fear Resistance | 50% |
| Pinning Resistance | 20% |
| Poison Resistance | 22% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 336 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Gesture of Pain |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +5% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Guarding against melee damage: Will dismiss up to 7 damage from the next 1.6 attack(s) with a 8% chance to counterattack. Guarded |
| detrimental effect | The target is confused, acting randomly (chance 44%) and unable to perform complex actions. Confused |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | You gain 11% resistance against blight. Resolve |
| detrimental effect | Huge cut that bleeds, doing 2.40 physical damage per turn. Bleeding |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 1. Poisons and diseases have a 6% chance of being neutralized each turn. Cursed Form |
| beneficial effect | Increases the effectiveness of all healing the target receives by 10%. Empowered Healing |
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 injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Belokira' (5 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Res.pen +8% physical ----- def ----- Armour +3 Defense +5 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% Resists +12% acid +6% lightning Phys.save +12 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +10 (+4 eff.) A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Gegen the rough leather cap (9 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Fatigue +1% Resists +5% arcane Phys.save +11 (+3 eff.) Spell.save +3 (+1 eff.) Stun/Frz- +15% A cap made of leather. |
| Tool | Blindstrider the iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +5.0% Dmg.mod +6% nature Melee Ret 8 physical On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Resists +11% nature Phys.save +20 (+6 eff.) Heal.mod +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Thunderwasp0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +11% fire +11% mind +6% nature ----- def ----- Fatigue -4% Resists +3% lightning +22% fire +11% mind ---------- misc Max.enc +21 Rings can have magical properties. |
| On fingers | Betherin0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +12 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +15% lightning Die.at -40.00 life Pinning- +20% Stun/Frz- +10% Rings can have magical properties. |
| Around neck | cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +22% Disease- +22% Amulets can have magical properties. |
| In main hand | Eye of Summer (Nightmares) (8-8.8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 Curse of Nightmares This mindstar glows with a bright warm light, but seems somehow incomplete. |
| Around waist | hardened leather belt 'Glarewinnow'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Res.pen +10% light Melee Ret 8 mind 8 light ----- def ----- Resists +7% cold +8% fire ---------- misc Light +3 A belt that goes around your waist. |
| In off hand | vined mindstar 'Brightnigh' (Madness) (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% darkness +12% light +5% mind Melee Ret 4 mind 4 darkness 20 light ----- def ----- Resists +9% mind Curse of Madness 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 | Furnacepiercer (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +6% fire Res.pen +10% fire Acc +23 (+11 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -11% Max.HP +67.00 ---------- misc Max.stam +24.00 Infravis +3 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe 'Glogann' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +3 Dex +5 Mag +4 Wil +7 Cun dps ---------- Dmg.mod +7% lightning +7% physical +9% cold ----- def ----- Resists +7% lightning +3% light +7% cold +3% nature +5% arcane A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
insidious poison infusion of the duelist (23 nature damage, 27% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 23.01 nature damage per turn for 7 turns, and reducing the target's healing received by 27%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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 ability. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
Bloomrupture0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +6% nature Res.pen +25% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +18% acid Amulets can have magical properties. |
Bilebender the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid Res.pen +20% darkness +20% nature On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +20% acid +15% nature Rings can have magical properties. |
steel ring 'Samyradur'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% blight Melee Ret 8 blight ----- def ----- Resists +27% blight +6% nature +5% arcane Poison- +14% Disease- +15% Rings can have magical properties. |
steel battleaxe 'Velariara' (Shrouds) (20.5-30.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 20.5 - 30.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +12 temporal While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+4 eff.) Res.pen +10% physical +15% temporal Acc +10 (+5 eff.) Apr +12 Melee Ret 4 physical ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Shrouds Massive two-handed battleaxes. |
chilling dwarven-steel battleaxe of massacre (Nightmares) (42-63 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 cold Curse of Nightmares Massive two-handed battleaxes. |
Colaryem (Shrouds) (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. Curse of Shrouds This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
dwarven-steel greatsword (Madness) (35.5-56.8 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Normal] Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Curse of Madness Massive two-handed swords. |
vined mindstar 'Glatta' (Madness) (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 4.5 - 5.0 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +3 Dex +4 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +2% mind +4% darkness Melee Ret 2 mind 4 darkness ----- def ----- Crit.dmg- 10.00% ---------- misc See.Invis +6 Curse of Madness 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. |
hardened leather sling (Madness)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
barbed quiver of yew arrows (19/19, 31-43.4 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Master Power 31.0 - 43.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Ranged+ +17 bleed On Crit: * wounds the target for 7 turns: 10 bleeding, 42% reduced healing Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of erosion (24/24, 30.5-42.7 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Nature Power 30.5 - 42.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 24 Ranged+ +8 nature +9 temporal Arrows are used with bows to pierce your foes to death. |
insidious pouch of dwarven-steel shots (22/22, 34-40.8 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature Power 34.0 - 40.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 22 Ranged+ +28 insidious poison Shots are used with slings to pummel your foes to death. |
steel shield of fire resistance (+16%) (6 def, 2 armour, 36 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +16% fire ---------- misc Talents +2 Block Handheld deflection devices. |
reinforced dwarven-steel shield of reflection (8 def, 9 armour, 102 block)7.0 T3 shield armor Reqs Str 24 Heavy Armour Training 2 [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +12% light +12% darkness ---------- misc Talents +3 Block Handheld deflection devices. |
verdant cashmere robe of the mountain (+12%) (2 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +10% nature +12% physical ----- def ----- Defense +2 (+1 eff.) Resists +12% physical Poison- +35% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Erelehir the Bleakonslaught (9 def, 8 armour)9.0 T2 light armor [Rare] Psionic While equipped: Stats +4 Mag +5 Cun +3 Con dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +9 (+5 eff.) Fatigue +7% Mind.save +13 (+5 eff.) ---------- misc Infravis +2 See.Invis +12 A suit of armour made of leather. |
hardened leather armour (3 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
rough leather belt 'Fulekalthorain'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +12% acid +3% cold +5% arcane Phys.save +6 (+2 eff.) A belt that goes around your waist. |
Balancebearer (1 def, 4 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Wil +1 Mag dps ---------- Crit.mult +3.00% Phys.pwr +2 (+1 eff.) ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +12% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stone warden's rough leather gloves of archery (0 def, 7 armour)1.0 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Dex +2 Cun +6 Con dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Armour +7 Hardiness +6% Resists +4% physical Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Poleta' (0 def, 2 armour)1.0 T3 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 11 temporal Ranged+ 14 temporal Dmg.mod +6% temporal Res.pen +10% acid Melee Ret 16 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +2 Resists +12% blight +9% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets (0 def, 8 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Ego] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +5% physical ----- def ----- Armour +8 Metal gloves protecting the hands up to the middle of the lower arm. |
8 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
5 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 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. |
256 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (112 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 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. |
Glowlash [power 271] (10 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +15% nature +5% light ----- def ----- Resists +3% light ---------- misc Light +1 Wards +2 lightning +2 temporal +2 blight +2 fire +1 cold Talents +1 Ward Fire a bolt of a random element with (base) damage 136 to 271 Puts all charms on 10 cooldown 100% to regenerate 5 positive energy. 100% to regenerate 5 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded yew wand of conjuration [power 223] (10 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +2 lightning +2 temporal +3 blight +2 fire +3 cold Talents +1 Ward Fire a bolt of a random element with (base) damage 112 to 223 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Rumia the Higher Doomed level 22
59th Haze 122nd year of Ascendancy at 06:42 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rumia the Higher Doomed level 20
67th Dusk 122nd year of Ascendancy at 00:07 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Rumia the Higher Doomed level 18
42nd Dusk 122nd year of Ascendancy at 04:40 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Rumia the Higher Doomed level 17
20th Dusk 122nd year of Ascendancy at 06:27 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rumia the Higher Doomed level 10
6th Mirth 122nd year of Ascendancy at 19:15 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Rumia the Higher Doomed level 20
63rd Dusk 122nd year of Ascendancy at 16:41 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rumia the Higher Doomed level 18
20th Dusk 122nd year of Ascendancy at 21:13 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Rumia the Higher Doomed level 9
2nd Mirth 122nd year of Ascendancy at 13:29 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rumia the Higher Doomed level 19
63rd Dusk 122nd year of Ascendancy at 16:41 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Rumia the Higher Doomed level 11
2nd Flare 122nd year of Ascendancy at 06:04 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rumia the Higher Doomed level 20
67th Dusk 122nd year of Ascendancy at 00:07 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Rumia the Higher Doomed level 13
6th Dusk 122nd year of Ascendancy at 17:00 see stats
Log
Ghast hits Rumia for (7 gestured), (18 deflected), 23 physical (23 total damage).
Rumia is confused and fails to use Reproach.
Shadow hits Ghoul for 56 physical damage.
Your hatred grows even as your life fades! (+4 hate)
Rumia is invigorated by the attack!
Rumia stops regenerating health quickly.
Borfast the Broken hits Shadow for 95 physical, 10 light (105 total damage).
Borfast the Broken hits Shadow for 8 fire damage.
Borfast the Broken hits Shadow for 8 fire damage.
Shadow receives 80 healing from Borfast the Broken's purging blight area effect.
Ghoul receives 91 healing from Borfast the Broken's purging blight area effect.
Skeleton master archer receives 73 healing from Borfast the Broken's purging blight area effect.
Vampire receives 73 healing from Borfast the Broken's purging blight area effect.
Shadow receives 80 healing from Borfast the Broken's purging blight area effect.
Skeleton warrior receives 73 healing from Borfast the Broken's purging blight area effect.
Elder vampire receives 73 healing from Borfast the Broken's purging blight area effect.
Lesser vampire receives 73 healing from Borfast the Broken's purging blight area effect.
Ghoul receives 92 healing from Borfast the Broken's purging blight area effect.
Skeleton warrior receives 73 healing from Borfast the Broken's purging blight area effect.
Borfast the Broken receives 102 healing from Borfast the Broken's purging blight area effect.
Borfast the Broken's purging blight area effect hits Rumia for 43 blight damage.
Ghast receives 91 healing from Borfast the Broken's purging blight area effect.
Borfast the Broken killed Shadow!
Shadow hits Skeleton master archer for 52 physical damage.
Rumia is no longer pinned.
Bleeding from Skeleton master archer hits Rumia for 2 physical damage.
Skeleton mage casts Manathrust.
You have deflected 18 incoming damage!
Your hatred grows even as your life fades! (+8 hate)
Saving game...



























































































