











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
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:
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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 18 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 13 on the 24th Dusk 122nd year of Ascendancy at 02:57 / 2Killed by Isavena the sandworm at level 18 on the 60th Dusk 122nd year of Ascendancy at 03:04 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 38 (base 29) |
| Constitution | 17 (base 10) |
| Magic | 24 (base 21) |
| Willpower | 16 (base 10) |
| Cunning | 44 (base 37) |
Resources
| Life | -24/510 |
| Mana | 204/292 |
| Stamina | 10/166 |
| Healing Factor | 1.062941519274 |
| Regeneration | 2.3916184183665 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 31.719706428051 |
| See Invisible | 31.719706428051 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 37 |
| Crit Chance | 21% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 37 |
| Crit Chance | 23% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +3% |
| Darkness | +6% |
| Physical | +13% |
| Lightning | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Acid | +7% |
| Nature | +11% |
| Physical | +5% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (35.65183292883%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 14 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 45%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 11%( 70%) |
| Fire | + 27%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 29% |
| Teleport Resistance | 20% |
| Pinning Resistance | 31% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 491% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
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 |
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 repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed sandworm tooth. | 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 within | active |
Equipment
| On feet | pair of dwarven-steel boots 'Issidunadar' (0 def, 8 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Power +10 (+4 eff.) defense ------ Armor +8 Fatigue +3% Resistance +9% temporal Crit Resistance 15.00% Disease Resist +20% Pinning Resist +10% 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. |
| Light source | Chamurain2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Dex +2 Con offense ------ When Hit 2 mind defense ------ Resistance +6% temporal Crit Resistance 5.00% Life +42.00 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. |
| On head | rough leather cap 'Gunadradir' (5 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +3 Cun offense ------ Critical power +10.00% Damage +3% physical Ignore resists +5% physical Ignore Armor +4 defense ------ Armor +1 Defense +5 (+3 eff.) Fatigue +1% other ------- Max mana +60.00 A cap made of leather. |
| On hands | corrosive rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 5 acid Damage +3% acid defense ------ Armor +1 Resistance +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Cloudwasp [power 116] (9/13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +3% lightning When Hit 2 lightning defense ------ Resistance +12% fire Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's copper ring of the mountain (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +10% physical Accuracy +4 (+2 eff.) defense ------ Resistance +10% physical Rings make your fingers look great! |
| On fingers | Zydir the Scaldworth0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex +3 Mag +4 Cun +3 Con offense ------ Ignore resists +10% fire defense ------ Life +22.00 Disarm Resist +29% Pinning Resist +21% Knockbk Resist +29% Rings make your fingers look great! |
| Around neck | Emelobeth the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +20.00% Physical Power +5 (+2 eff.) defense ------ Fatigue -6% Resistance +6% temporal Life Regen +2.00 other ------- Stamina/turn +3.00 Amulets make your neck look great! |
| In main hand | plaguebringer's steel dagger of corruption (108% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego++] Arcane Weapon Damage 108% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 blight On Hit: 20% Epidemic level 2 On Hit: 20% Curse of Vulnerability level 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 15 While equipped: defense ------ Disease Resist +15% Sharp, short and deadly. |
| Around waist | rough leather belt 'Glittergrind'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% light defense ------ Resistance +12% lightning +12% temporal +3% blight Crit Resistance 5.00% A belt that goes around your waist. |
| In off hand | Grinulach (115% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Nature Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +22 acid +5 nature While equipped: offense ------ Ignore resists +7% acid +11% nature Accuracy +5 (+3 eff.) Ignore Armor +5 defense ------ Resistance +3% acid +9% fire +6% blight Teleport Resist +20% Sharp, short and deadly. |
| Cloak | linen cloak 'Zereneg' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +2 Con defense ------ Defense +1 (+1 eff.) Resistance +1% physical Life +60.00 Blind Resist +10% other ------- EQ when Hit +0.08 Hate-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Elulaith the Dourroar (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Rare] Nature While equipped: offense ------ Damage +6% darkness Ignore resists +15% darkness defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +6% acid +6% fire +3% light +12% temporal Life +29.00 A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 140; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
shatter afflictions rune of the duelist (absorb 58; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 58 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+8 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
flaming steel dagger of crippling (105% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 106% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +6 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, short and deadly. |
dwarven-steel greatmaul 'Elenesin' (154% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 154% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +9 Str offense ------ Physical Crit +2.0% Damage +10% physical Accuracy +42 (+15 eff.) Ignore Armor +2 defense ------ Crit Resistance 15.00% other ------- Infravision +3 Massive two-handed mauls. |
steel greatmaul of massacre (150% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Master Weapon Damage 150% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
steel greatmaul of phasing (129% power, 9 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 130% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +1.0% Attack Speed 100% Ignore Shields +16% Massive two-handed mauls. |
Sunwitch the voratun greatsword (176% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Nature/Psionic Weapon Damage 176% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +20 nature On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Damage +6% fire defense ------ Resistance +12% fire other ------- Light +3 Infravision +3 Massive two-handed swords. |
Surefire4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+5 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Longbows are used to shoot arrows at your foes. |
fungal ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +3 Con other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 17 turn cooldown Longbows are used to shoot arrows at your foes. |
steel longsword of massacre (120% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Master Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
warbringer's steel longsword of amnesia (113% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego++] Master/Psionic Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +6% physical defense ------ Disarm Resist +14% Sharp, long, and deadly. |
mighty cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +2 Str offense ------ Physical Power +7 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Crystal Shard (113% power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 113% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+7 eff.) Damage +18% arcane +18% blight defense ------ Resistance +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 39 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
lifebinding ash vilestaff (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +2% Spellpower +10 (+5 eff.) Damage +15% fire defense ------ Life Regen +0.80 Healmod +11% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe of dampening (111% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Disrupt Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: defense ------ Resistance +8% acid +9% lightning +8% cold +9% fire +3% all Spell save +7 (+6 eff.) One-handed war axes. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue +3% other ------- Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Camonik (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Damage +6% mind +9% physical Ignore resists +10% physical defense ------ Defense +2 (+1 eff.) Resistance +5% lightning +8% temporal other ------- Infravision +3 A pointy cloth hat, very wizardly... |
Saleriama the Icevice (25 def, 12 armour)9.0 Encumbrance T5 light armor Reqs Str 20 [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Str +5 Dex offense ------ On-Hit (Melee): * 20% chance to slow global speed by 42% defense ------ Armor +12 Defense +25 (+9 eff.) Fatigue +8% Resistance +9% acid +3% temporal +14% blight +18% cold +20% nature Resist Against +9% Unnatural Physical save +15 (+12 eff.) other ------- Breathe water A suit of armour made of leather. |
cleansing cured leather armour of lightning resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +11% blight +12% nature +15% lightning A suit of armour made of leather. |
cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Normal] While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
troll-hide hardened leather armour of acid resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +17% acid Life +37.00 Life Regen +4.80 Healmod +12% A suit of armour made of leather. |
icy steel shield of resilience (0 def, 4 armour, 37 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 11 cold When Hit 2 ice defense ------ Armor +4 Fatigue +8% Life +51.00 other ------- Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 39.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 38 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
windwalling steel shield of the stars (0 def, 4 armour, 42 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego++] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Mag +2 Wil +2 Cun offense ------ Damage +12% light +12% darkness defense ------ Armor +4 Fatigue +8% Resistance +11% physical +11% light +11% darkness Windwall +10 Slow Projectiles +11% other ------- Talents +1 Block Handheld deflection devices. |
arcing quiver of ash arrows of erosion (20/20, 121% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Arcane/Nature Weapon Damage 122% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 20 On-ranged-hit +12 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Blazeguile' (16/16, 157% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Random Unique] Disrupt/Master/Psionic Weapon Damage 157% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +11.0% Capacity 16 On-ranged-hit +8 physical +4 light On-Hit, radius 1 +4 light On-crit, radius 2 +8 light On Hit: * 12% chance to slow global speed by 42% * 20 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 89 physical damage On Critical: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
5 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. |
3 opal0.0 Encumbrance 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tempestlady (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +6 Str +4 Dex offense ------ Damage +3% lightning other ------- Light +1 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Unrentir the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Dex offense ------ Physical Crit +1.0% Physical Power +10 (+4 eff.) Accuracy +5 (+3 eff.) Ignore Armor +6 defense ------ Physical save +3 (+3 eff.) Unlife -40.00 life While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance 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. |
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.(62 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
chilling pouch of dwarven-steel shots of daylight (18/18, 135% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane Weapon Damage 135% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +6 light +8 cold Damage Against +5% Undead Shots are used with slings to pummel your foes to death. |
Blindwreck [power 175] (9/22 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +9% mind Ignore resists +5% light On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Resistance +12% light Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 462 Base Damage: 202 Armor: 8 All Resist: 6 Puts all charms on 22 turn cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
cleansing elm totem of healing [power 116] (9/13 cooldown)2.0 Encumbrance T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 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. |
2 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. |
9 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 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Albert the Cornac Shadowblade level 10
7th Mirth 122nd year of Ascendancy at 01:56 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Albert the Cornac Shadowblade level 13
23rd Dusk 122nd year of Ascendancy at 14:56 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Albert the Cornac Shadowblade level 15
50th Dusk 122nd year of Ascendancy at 12:05 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Albert the Cornac Shadowblade level 13
24th Dusk 122nd year of Ascendancy at 02:57 see stats
Log
Albert is disarmed!
Isavena the sandworm repels an attack from Albert.
Isavena the sandworm is dazed!
Albert hits Isavena the sandworm for 30 darkness, (1 to psi shield), 2 acid, 15 darkness (47 total damage).
Isavena the sandworm's Beyond the Flesh misses Albert.
Albert struggles against the panic.
--------------------------------
Albert uses Expose Weakness.
Isavena the sandworm is not dazed anymore.
Albert is focusing on penetrating defenses.
Isavena the sandworm uses Slash.
Albert has a cursed wound!
Albert hits Isavena the sandworm for (7 to psi shield), 11 physical, (1 to psi shield), 2 acid, 15 darkness (28 total damage).
Melee retaliation hits Isavena the sandworm for 1 mind, 2 lightning (2 total damage).
Isavena the sandworm hits Albert for 112 physical, 8 blight, 13 physical (133 total damage).
Albert is no longer panicked
--------------------------------
Albert uses Infusion: Regeneration.
Albert starts regenerating health quickly.
Melee retaliation hits Isavena the sandworm for 2 mind, 2 lightning (3 total damage).
Isavena the sandworm's Beyond the Flesh hits Albert for 65 physical, 13 physical (79 total damage).
Isavena the sandworm uses Frenzy.
Albert has been overwhelmed.
Isavena the sandworm performs a melee critical strike against Albert!
Isavena the sandworm misses Albert.
Melee retaliation hits Isavena the sandworm for 2 mind, 2 lightning, 2 mind, 2 lightning, 1 mind, 2 lightning (8 total damage).
Isavena the sandworm hits Albert for 39 physical, 8 blight, 13 physical, 52 physical (112 total damage).
Albert the level 18 cornac shadowblade was hacked apart to death by Isavena the sandworm on level 2 of Sandworm lair.










































































































