










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 | 31 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by venom drake at level 31 on the 73rd Regrowth 123rd year of Ascendancy at 10:59 / 1 |
Primary Stats
| Strength | 29 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 29 (base 12) |
| Magic | 11 (base 10) |
| Willpower | 87 (base 60) |
| Cunning | 85 (base 60) |
Resources
| Life | -41/770 |
| Hate | 100/100 |
| Healing Factor | 1.1943271915131 |
| Regeneration | 4.7175924064768 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 5 |
| See Invisible | 15.340449927278 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 49 |
| Crit Chance | 28% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 49 |
| Crit Chance | 27% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +24% |
| Mind | +25% |
| All | +12% |
Offense: Damage Penetration
| Fire | +10% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 26 (37%) |
| Defense | 22 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 44 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 26%( 70%) |
| All | 0%( 70%) |
| Darkness | + 40%( 74%) |
| Lightning | + 24%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 4%( 70%) |
| Mind | + 9%( 70%) |
| Fire | + 5%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 97% |
| Disarm Resistance | 10% |
| Confusion Resistance | 55% |
| Fear Resistance | 100% |
| Knockback Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 155 damage for 5 turns. Its effects scale with your Magic stat. |
| 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 255 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 43 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cursed / Force of will | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cursed / Dark sustenance | 1.30 |
| 3/5 |
| 4/5 |
| 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 (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 5.00 nature damage per turn and decreasing all heals received by 39%. Insidious Poison |
| beneficial effect | Guarding against melee damage: Will dismiss up to 17 damage from the next 2.0 attack(s) with a 9% chance to counterattack. Guarded |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +5 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| detrimental effect | Huge cut that bleeds, doing 45.41 physical damage per turn. Bleeding |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| 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 | The target is recovering 26 life each turn. Recovery |
| beneficial effect | An unseen force strikes from 2 to 3 targets in a range of 5 around this creature every turn, doing 107 damage and knocking them back for 2 tiles. Unseen Force |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
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 Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by storm drake. Escort: repented thief (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by skeleton warrior. Escort: temporal explorer (level 8 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 49. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed bloated horror heart. * You've found the needed storm wyrm claw. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of greater demon bile. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Bundil the Brandsin (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% fire Melee Ret 12 fire ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +9% blight +11% cold +3% nature +5% arcane A pair of boots made of leather. |
| Light source | Nerulle1.0 T5 lite [Rare] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +15% darkness Phys.save +10 (+4 eff.) Spell.save +9 (+3 eff.) Die.at -20.00 life Heal.mod +22% ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 3.0 Pwr.cost 18 out of 28/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 33% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 24%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
| On hands | stone warden's hardened leather gloves of the nighthunter (0 def, 12 armour)1.0 T3 hands armor [Ego++] Arcane/Psionic While equipped: Stats +2 Cun +6 Con dps ---------- Acc +7 (+4 eff.) ----- def ----- Armour +12 Hardiness +7% Resists +8% darkness +4% physical ---------- misc Infravis +2 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | voratun ring 'Unlightusher'0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +15% darkness ----- def ----- Resists +3% acid +6% temporal +5% arcane +12% darkness HP.reg +3.10 Stun/Frz- +47% Rings can have magical properties. |
| On fingers | psionicist's gold ring of the mind (+13%)0.1 T3 ring jewelry [Ego] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +13% mind ----- def ----- Resists +13% mind Mind.save +10 (+3 eff.) Rings can have magical properties. |
| Around neck | vitalizing steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +35.00 HP.reg +0.60 Blind- +11% ---------- misc Infravis +3 Sight +2 See.Invis +5 Amulets can have magical properties. |
| In main hand | Blindvice (Madness) (16.5-18.15 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +7 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee Ret 8 darkness ----- def ----- Fatigue -6% Heal.mod +22% Heal/summ +42 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. |
| Around waist | Grinirath1.0 T3 belt armor [Rare] Psionic While equipped: Stats +7 Str +6 Wil ----- def ----- Armour +4 Mind.save +8 (+2 eff.) Max.HP +70.00 A belt that goes around your waist. |
| In off hand | creative pulsing mindstar (Shrouds) (13.5-14.85 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.5 - 14.9 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +14.00% Mind.pwr +8 (+2 eff.) Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Sileseda (3 def, 0 armour)2.0 T5 cloak armor [Rare] Psionic While equipped: Stats +5 Str +5 Wil +4 Cun dps ---------- Mind.crit +6% ----- def ----- Defense +3 (+2 eff.) Resists +6% lightning +15% cold Spell.save +30 (+10 eff.) ---------- misc See.Invis +6 Telepathy Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Aribrekira' (8 def, 3 armour)2.0 T5 cloth armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Melee Ret 8 mind ----- def ----- Armour +3 Defense +8 (+4 eff.) Resists +18% lightning Phys.save +18 (+7 eff.) Blind- +15% Disarm- +10% ---------- misc Equi/ret +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the psychic (heal 442 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 442 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 390 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 390 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (569% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 569% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (591% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 591% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+18 for 9 turns, die at -786)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 9 turns. While Heroism is active, you will only die when reaching -786 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 323 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 323 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 143)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 143 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
starlit gold amulet of cunning (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +13% light +18% darkness Blind- +32% Amulets can have magical properties. |
copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings can have magical properties. |
copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +22.00 Disarm- +21% Pinning- +24% Knockbk- +21% ---------- misc Max.enc +21 Rings can have magical properties. |
Murkbloom the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Melee Ret 16 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +15% darkness +6% acid HP.reg +2.10 Stun/Frz- +32% Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.6 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 44 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
steel ring 'Elolrana'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +4 (+2 eff.) Acc +8 (+4 eff.) Melee Ret 20 blight ----- def ----- Armour +8 Phys.save +9 (+4 eff.) Mind.save +8 (+2 eff.) Rings can have magical properties. |
Ce'Nabeth the Flashrupture0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Spell.crit +5% Spell.pwr +6 (+6 eff.) S.pwr/crit +6 Dmg.mod +12% arcane Res.pen +20% blight ----- def ----- Defense +10 (+5 eff.) Resists +21% lightning Spell.save +30 (+10 eff.) Rings can have magical properties. |
Penitence (Misfortune) (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 120% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+12 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Curse of Misfortune Cure up to 2 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Merkul's Second Eye (Corpses)4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Unique] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 Curse of Corpses This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Glorikira (9 def, 16 armour)17.0 T5 massive armor Reqs Str 60 Heavy Armour Training 3 [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +16 Defense +9 (+5 eff.) Fatigue +26% Resists +8% arcane Spell.save +18 (+6 eff.) Mind.save +30 (+9 eff.) ---------- misc Max.hate +4.00 Max.psi +30.00 Telepathy Dragon A suit of armour made of metal plates. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Amirath the Skyquill (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +6% acid +6% mind +15% lightning On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +2 Resists +7% mind +15% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hurohir the drakeskin leather gloves (0 def, 3 armour)1.0 T5 hands armor [Rare] Nature While equipped: Stats +2 Cun +3 Str dps ---------- Mind.crit +4% Melee+ 11 lightning Dmg.mod +4% lightning ----- def ----- Armour +3 Resists +9% lightning ---------- misc Max.hate +10.00 Telepathy Demon/Minor Demon/Major Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat 'Polutira' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid ----- def ----- Defense +2 (+1 eff.) Resists +19% acid +6% temporal +3% darkness +6% fire +18% nature A pointy cloth hat, very wizardly... |
5 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. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
7 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. |
7 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. |
6 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
5 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
41 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. |
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 (140 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
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. |
Darkwasp [power 253] (6 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +30% mind +12% darkness Melee Ret 8 mind Fire a blast of psionic energies in a range 9 beam dealing 141.68 to 283.36 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Rumia the Higher Doomed level 30
64th Regrowth 123rd year of Ascendancy at 09:14 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Rumia the Higher Doomed level 24
29th Regrowth 123rd year of Ascendancy at 14:42 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Rumia the Higher Doomed level 29
59th Regrowth 123rd year of Ascendancy at 23:41 see stats
Ay ay captain! (Nightmare (Roguelike) difficulty)
Turn into a pirate!By Rumia the Higher Doomed level 9
7th Mirth 122nd year of Ascendancy at 16:50 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Rumia the Higher Doomed level 16
15th Dusk 122nd year of Ascendancy at 13:37 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Rumia the Higher Doomed level 22
53rd Haze 122nd year of Ascendancy at 00:03 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rumia the Higher Doomed level 21
28th Haze 122nd year of Ascendancy at 16:20 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Rumia the Higher Doomed level 23
75th Haze 122nd year of Ascendancy at 18:22 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Rumia the Higher Doomed level 17
24th Dusk 122nd year of Ascendancy at 22:32 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rumia the Higher Doomed level 24
29th Regrowth 123rd year of Ascendancy at 14:00 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rumia the Higher Doomed level 10
7th Mirth 122nd year of Ascendancy at 23:30 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Rumia the Higher Doomed level 20
35th Dusk 122nd year of Ascendancy at 01:06 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Rumia the Higher Doomed level 30
59th Regrowth 123rd year of Ascendancy at 23:49 see stats
Merry wintertide! (Nightmare (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Rumia the Higher Doomed level 21
46th Haze 122nd year of Ascendancy at 12:35 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rumia the Higher Doomed level 21
51st Dusk 122nd year of Ascendancy at 02:56 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Rumia the Higher Doomed level 23
74th Haze 122nd year of Ascendancy at 10:49 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Rumia the Higher Doomed level 9
3rd Mirth 122nd year of Ascendancy at 04:11 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Rumia the Higher Doomed level 24
29th Regrowth 123rd year of Ascendancy at 14:42 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Rumia the Higher Doomed level 27
55th Regrowth 123rd year of Ascendancy at 06:56 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rumia the Higher Doomed level 16
11st Dusk 122nd year of Ascendancy at 11:40 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Rumia the Higher Doomed level 28
58th Regrowth 123rd year of Ascendancy at 17:38 see stats
Log
Rumia receives 29 healing from Unnatural Body.
Rumia hits Losselhing for 150 physical damage.
Rumia hits Losselhing for 166 physical, 12 physical (178 total damage).
Rumia hits Venom drake for 265 physical damage.
Rumia receives 31 healing.
Bleeding from Nerubrevea the sandworm hits Shadow for 0 physical damage.
Deep Wound from Nerubrevea the sandworm hits Shadow for 0 physical damage.
Bleeding from Islaldakira the sandworm hits Rumia for 31 physical damage.
Insidious Poison from Islaldakira the sandworm hits Rumia for 4 nature damage.
Shadow resists!
You have deflected 14 incoming damage!
Rumia resists!
Losselhing's ice storm area effect hits Rumia for (14 deflected), 15 cold (15 total damage).
Losselhing's ice storm area effect hits Shadow for 39 cold damage.
Rumia uses Reproach.
An elite foe has fallen to your hate! (+46 hate)
You collect a new ingredient: sandworm tooth (1).
Nerubrevea the sandworm is not dazed anymore.
Rumia hits Losselhing for 139 mind damage.
Rumia hits Nerubrevea the sandworm for 141 mind damage.
Rumia hits Islaldakira the sandworm for 123 mind damage.
Rumia killed Islaldakira the sandworm!
Venom wyrm spits acid!
You have deflected 11 incoming damage!
Your hatred grows even as your life fades! (+14 hate)
Venom drake no longer hears the hateful whisper.
Venom drake spits acid!
Your hatred grows even as your life fades! (+13 hate)
Saving game...


















































































