











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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. 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:
Items Vault 1.7.6Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Demonologist |
| Level / Exp | 14 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by Islara the large white snake at level 14 on the 16th Wealth 122nd year of Ascendancy at 22:57 / 1 |
Primary Stats
| Strength | 47 (base 40) |
| Dexterity | 14 (base 10) |
| Constitution | 19 (base 12) |
| Magic | 32 (base 26) |
| Willpower | 34 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Mana | 148/298 |
| Psi | 24/124 |
| Vim | 124/152 |
| Life | 0/486 |
| Stamina | 163/209 |
| Healing Factor | 1.1291723257555 |
| Regeneration | 2.5406377329499 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 39 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +14% |
| Lightning | +10% |
| Acid | +21% |
| Temporal | +6% |
| Blight | +14% |
| Arcane | +7% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Blight | +7% |
| Arcane | +5% |
| Physical | +7% |
| Acid | +14% |
Defense: Base
| Armour (hardiness) | 34.521305378697 (73.607947236566%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 34 |
| Physical Save | 21 |
| Spell Save | 26 |
| Mental Save | 23 |
Defense: Resistances
| Darkness | + 3%( 70%) |
| Acid | + 3%( 70%) |
| Lightning | + 20%( 70%) |
| Temporal | + 12%( 70%) |
| Cold | + 15%( 70%) |
| Arcane | + 9%( 70%) |
| Fire | + 31%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 47% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 354 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 42 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. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 462% 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 Cunning stat. |
Class Talents
| Corruption / Demonic pact | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Infernal combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Black-magic | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 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 successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
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 gained talent category Technique / Conditioning (at mastery 1.00). | 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. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 30% (based on Cunning). Uses 50 power out of 33/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Emeledavena the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun defense ------ Resistance +3% acid +6% temporal +5% arcane +3% darkness Life +43.00 other ------- Light +3 See Invisibility +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Growtouch the iron helm (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ When Hit 6 nature On-Hit (Melee): * 20% chance to slow global speed by 43% defense ------ Armor +5 Fatigue +5% Life +60.00 Life Regen +2.00 Healmod +5% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Camelen the Darknoon (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +3 Mag +9 Wil +4 Con offense ------ Spellpower +8 (+4 eff.) On-Hit 4 arcane 7 fire Damage +4% fire +4% arcane +6% temporal When Hit 2 darkness defense ------ Armor +2 Fatigue +3% Resistance +5% fire +4% arcane +6% temporal Disarm Resist +24% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +6 arcane On-crit, radius 2 +7 fire On Hit: 10% Disarm level 3 On Hit: 10% Manathrust level 3 On Hit: 10% Fire Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Baluzilafang [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +6 Wil offense ------ Spell Crit +1% Critical power +5.00% Ignore resists +5% arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savage's copper ring of misery 0.1 Encumbrance T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +1 Cun +2 Con offense ------ On-Hit 5 physical On-Ranged-Hit 6 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 17 defense ------ Spell save +10 (+5 eff.) other ------- Vim when Hit +2.00 Hate-on-crit +2.00 Max stamina +10.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | marksman's copper ring of lightning (+20%) 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +10% lightning Accuracy +6 (+2 eff.) defense ------ Resistance +20% lightning other ------- Vim when Hit +2.00 Rings make your fingers look great! |
| Around neck | copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
| In main hand | Glimmerbearer the steel waraxe (12-17 power, 3 apr) 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +6 fire On Hit: * Create an explosion dealing 51 acid damage (1/turn) While equipped: Stats +1 Wil offense ------ Damage +7% acid +3% arcane Ignore resists +7% acid Accuracy +6 (+2 eff.) When Hit 2 light defense ------ Defense +5 (+2 eff.) Disarm Resist +23% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +2 Corrosive Slashes One-handed war axes. |
| Around waist | Scorpionvault the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Str +4 Wil +4 Cun offense ------ Against +17% Summoned defense ------ Resist Against +16% Summoned Mind save +9 (+5 eff.) Disease Resist +10% Stun Resist +20% A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block) 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ Damage +14% acid +14% physical +14% blight Ignore resists +7% acid +7% physical +7% blight On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +0% acid +0% darkness +0% blight +15% cold +10% fire Damage Reduction +0 acid +0 darkness +0 blight other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | linen cloak 'Sparkspike' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil offense ------ Mind Crit +1% Critical power +5.00% Ignore resists +5% lightning When Hit 6 arcane defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron mail armour of fire resistance (2 def, 10 armour) 14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% fire other ------- Talents +2 Acidic Bath A suit of armour made of mail. |
Inventory
copper amulet 'Aeralle'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil offense ------ Ignore resists +5% blight When Hit 6 blight defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
Xanylrabeth the iron battleaxe (12-19 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Psionic Weapon Damage 12.5 - 18.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Wil defense ------ Knockbk Resist +20% other ------- Infravision +1 See Invisibility +3 Massive two-handed battleaxes. |
iron dagger of daylight (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 light Damage Against +6% Undead Sharp, short and deadly. |
steel greatsword 'Bregygorain' (30-49 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 30.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 nature On-Hit, radius 1 +4 temporal While equipped: Stats +3 Con offense ------ Physical Power +9 (+3 eff.) Ignore resists +9% physical On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Resistance +6% acid Life Regen +4.00 Disarm Resist +20% Massive two-handed swords. |
iron longsword (12-17 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
chilling steel mace of the mystic (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +6 cold While equipped: Stats +2 Mag +4 Wil offense ------ Spellpower +5 (+2 eff.) Blunt and deadly. |
horrifying vined mindstar (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 3 mind 4 darkness Damage +3% mind +3% darkness other ------- Talents +1 Attune Mindstar 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. |
nature's vined mindstar (6-7 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +3% nature defense ------ Resistance +3% blight Disease Resist +12% other ------- Talents +1 Attune Mindstar 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. |
Duathelward (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% arcane +9% darkness +3% nature defense ------ Defense +6 (+3 eff.) Resistance +6% lightning +3% acid +9% darkness +5% arcane other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 75.21 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
short elm starstaff (10-12 power, 2 apr, temporal element)5.0 Encumbrance T1 staff 1H weapon [Ego] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe of massacre (18-24 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: One-handed war axes. |
Galiderion the Hailjustice1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +4 (+2 eff.) defense ------ Armor +2 Resistance +6% darkness +3% temporal Healmod +10% Poison Resist +10% A belt that goes around your waist. |
Puresun the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% light Ignore resists +5% nature defense ------ Resistance +3% nature +6% acid Life Regen +0.60 Healmod +11% A belt that goes around your waist. |
Aeribeth (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Physical Power +10 (+4 eff.) Ignore resists +20% mind +5% physical Ignore Armor +2 When Hit 8 mind defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arabers the Singevengeance (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +15% darkness +5% cold When Hit 2 fire On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Armor +1 Resistance +6% cold +6% fire other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
Eleniharathad the Flashstreaker (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +12% lightning +9% acid When Hit 2 acid On-Hit (Melee): * 10% chance to slow global speed by 43% defense ------ Armor +3 Fatigue +2% Physical save +5 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flashpyre the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Damage +6% lightning +9% mind Ignore resists +20% lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Armor +1 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 60% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of iron boots 'Lightwhisper' (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun offense ------ Damage +15% light +3% mind When Hit 4 mind defense ------ Armor +5 Fatigue +2% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Malitogagund' (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Mag +4 Con defense ------ Armor +4 Fatigue +2% other ------- Psi when Hit +0.08 Infravision +2 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
pair of rough leather boots 'Bokynariromirab' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +4 Con offense ------ Physical Power +5 (+2 eff.) Damage +3% acid defense ------ Armor +1 Resistance +6% temporal Physical save +11 (+6 eff.) Mind save +11 (+6 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Torchbait' (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% darkness +6% fire Ignore resists +20% fire defense ------ Armor +2 other ------- Infravision +1 A pair of boots made of leather. |
pair of rough leather boots 'Zanigador' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +12% blight defense ------ Armor +1 Resistance +6% blight +6% fire +6% cold Mind save +6 (+3 eff.) A pair of boots made of leather. |
Eradeldil the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Wil +3 Con offense ------ Mind Crit +3% Physical Power +4 (+2 eff.) defense ------ Armor +1 Fatigue +1% Mind save +9 (+5 eff.) A cap made of leather. |
linen wizard hat 'Ulfurion' (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Wil +2 Con offense ------ Damage +11% acid Accuracy +15 (+5 eff.) defense ------ Defense +6 (+3 eff.) Resistance +19% acid other ------- Infravision +3 A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
impenetrable steel mail armour of cold resistance (2 def, 11 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% Resistance +19% cold A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic cured leather armour of cold resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% cold +11% light +11% darkness A suit of armour made of leather. |
iron shield (0 def, 2 armour, 9-11 power, 18.5 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +18 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
iron shield of cold resistance (+16%) (0 def, 2 armour, 10-12 power, 18.5 block)7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 10.0 - 12.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +18 While equipped: defense ------ Armor +2 Fatigue +8% Resistance +16% cold other ------- Talents +1 Block Handheld deflection devices. |
reinforced steel shield of reflection (0 def, 6 armour, 18-21 power, 70 block)7.0 Encumbrance T2 shield armor [Ego] Arcane/Master When used to Attack: Weapon Damage 17.5 - 21.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +70 While equipped: defense ------ Armor +6 Fatigue +8% Resistance +10% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
demon seed [dúathedlen] (16, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (13, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (14, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Overpower Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (12, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (12, finger)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (15, finger)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (15, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (14, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (14, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (13, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: offense ------ Damage +14% blight +14% fire +14% darkness Ignore resists +7% blight +7% fire +7% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (15, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: defense ------ Resistance +18% acid +18% darkness +18% blight Damage Reduction +8 acid +8 darkness +8 blight Demon status: alive (100% life). The seed of a demon. |
4 agate0.0 Encumbrance 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. |
311 alchemist agate0.0 Encumbrance 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. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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. |
Aerorialaith the Lightningbutcher2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Damage +3% lightning On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +9% nature +6% lightning Spell save +9 (+5 eff.) other ------- 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. |
Camedur the Strikedeath2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +5% lightning +15% light On-Hit (Melee): * 20% chance to reduce armor by 27% defense ------ Resistance +6% lightning Life +44.00 other ------- 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mannigan the Drem Demonologist level 10
22nd Profit 122nd year of Ascendancy at 07:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mannigan the Drem Demonologist level 10
22nd Profit 122nd year of Ascendancy at 07:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mannigan the Drem Demonologist level 10
34th Profit 122nd year of Ascendancy at 02:09 see stats
Log
Islara the large white snake hits Mannigan for 99 physical, 9 lightning, 11 cold (119 total damage).
Mannigan activates Osmosis Shield.
Islara the large white snake repels an attack from Mannigan.
Black Blood Bleeding from Mannigan hits Islara the large white snake for 7 darkness damage.
Mannigan HEALS from acid damage!
Mannigan's acid area effect hits Mannigan for 10 acid, 8 healing (10 total damage) [8 healing].
Mannigan's acid area effect hits Islara the large white snake for 15 acid damage.
Osmosis Shield hits Mannigan for (10 turned into osmosis) damage.
Islara the large white snake uses Ice Claw.
Mannigan is encased in ice!
Talent Shield Pummel is ready to use.
Talent Block is ready to use.
Talent Bind Demon is ready to use.
Talent Shield Slam is ready to use.
Talent Demon Seed is ready to use.
Melee retaliation hits Iceblock for 1 light, 1 darkness, 3 nature, 4 arcane (8 total damage).
Islara the large white snake hits Mannigan for (12 turned into osmosis), 146 cold, (4 to ice), (6 turned into osmosis), 6 lightning, (4 to ice), (6 turned into osmosis), 6 cold (158 total damage).
Melee retaliation hits Iceblock for 1 light, 1 darkness, 3 nature, 4 arcane (8 total damage).
Mannigan hits Iceblock for 33 acid, 4 fire, 3 arcane, 3 physical (41 total damage).
Black Blood Bleeding from Mannigan hits Iceblock for 9 darkness damage.
Mannigan's acid area effect hits Iceblock for 20 acid, 20 acid (40 total damage).
Melee retaliation hits Iceblock for 1 light, 1 darkness, 3 nature, 4 arcane (8 total damage).
Mannigan hits Iceblock for 31 acid, 4 fire, 3 arcane, 3 physical (39 total damage).
Islara the large white snake uses Frenzy.
Melee retaliation hits Iceblock for 1 light, 1 darkness, 3 nature, 4 arcane, 1 light, 1 darkness, 3 nature, 4 arcane, 1 light, 1 darkness, 3 nature, 4 arcane, 1 light, 1 darkness, 3 nature, 4 arcane (33 total damage).
Islara the large white snake hits Mannigan for (12 to ice), (12 turned into osmosis), 17 physical, (4 to ice), (6 turned into osmosis), 6 lightning, (4 to ice), (6 turned into osmosis), 6 cold, (9 to ice), (12 turned into osmosis), 13 physical, (4 to ice), (6 turned into osmosis), 6 lightning, (4 to ice), (6 turned into osmosis), 6 cold, (8 to ice), (12 turned into osmosis), 12 physical, (4 to ice), (6 turned into osmosis), 6 lightning, (4 to ice), (6 turned into osmosis), 6 cold, (12 to ice), (12 turned into osmosis), 18 physical, (4 to ice), (6 turned into osmosis), 6 lightning, (4 to ice), (6 turned into osmosis), 6 cold (108 total damage).
Mannigan the level 14 drem demonologist was frozen to death by Islara the large white snake on level 3 of Ruins of Kor'Pul.







































































































