Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Forbidden Cults 1.7.0Official 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.
Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Ashes of Urh'Rok 1.7.0Official 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:
Embers of Rage 1.7.0Official 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:
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: Shadows are Kirby 1.5.10Makes shadows into kirby because kirby is better than anime and sheila will just get stunt to make her addon anyway. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Demonologist |
| Level / Exp | 19 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Essumhan the quasit squad leader at level 19 on the 37th Profit 122nd year of Ascendancy at 15:45 / 1 |
Primary Stats
| Strength | 65 (base 47) |
| Dexterity | 25 (base 10) |
| Constitution | 26 (base 12) |
| Magic | 48 (base 37) |
| Willpower | 17 (base 10) |
| Cunning | 34 (base 10) |
Resources
| Life | -59/606 |
| Stamina | 41/214 |
| Vim | 115/199 |
| Healing Factor | 1.2316586254955 |
| Regeneration | 6.4662077838514 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 35.114754928839 |
| See Invisible | 37.114754928839 |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 62 |
| Crit Chance | 9% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| All | 0% |
| Physical | +26% |
| Fire | +11% |
| Nature | +6% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +10% |
| Physical | +7% |
Defense: Base
| Armour (hardiness) | 55 (88.568973732692%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 38 |
| Physical Save | 50 |
| Spell Save | 39 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 10%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 13%( 70%) |
| Light | + 33%( 70%) |
| Mind | + 23%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Confusion Resistance | 25% |
| Stun Resistance | 26% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 48 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: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Infernal combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Black-magic | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 |
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 | Zubowe the pair of iron boots (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +11 Fatigue: +2% Changes stats: +1 Con Changes resistances: +1% physical Stamina each turn: +3.40 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Barudesus' (17 def, 3 armour) =dam/def=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Armour: +3 Defense: +17 (+9 eff.) Fatigue: +3% Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes damage: +12% physical Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Beudrahek' (0 def, 8 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +10 (+2 eff.) Armour: +8 Fatigue: +3% Damage (Melee): 7 nature / 9 physical Changes stats: +3 Str / +3 Dex / +2 Cun Changes resistances: +5% nature Changes damage: +3% nature / +5% physical Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Maximum stamina: +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm totem of thorny skin 'Boradedrastir' [power 16] (14/17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +3 Dex / +3 Con Changes resistances: +1% physical Changes damage: +9% physical It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 17 turns. When used: * Reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Greenpain the steel ring Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Effects on melee hit: * 10% chance to slow global speed by 41% Changes stats: +6 Str Changes resistances: +22% fire Changes damage: +11% fire Reduces incoming crit damage: 10.00% Mental save: +6 (+3 eff.) Confusion immunity: +25% Vim when hit: +2.00 Rings make your fingers look great! |
| On fingers | Dimwilder =stun=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes stats: +3 Dex Changes resistances penetration: +5% darkness Blindness immunity: +20% Stun/Freeze immunity: +26% Life regen: +3.00 Vim when hit: +3.00 Infravision radius: +4 See stealth: +7 See invisible: +6 Rings make your fingers look great! |
| Around neck | Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Belatha (27-38 power, 4 apr) =stats=Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Effects on melee hit: * 10% chance to slow global speed by 41% Changes stats: +5 Str / +5 Dex / +8 Mag / +9 Wil / +5 Cun / +6 Con Changes resistances: +9% lightning Changes resistances penetration: +7% physical Talent granted: +1 Flame Bolts Blunt and deadly. |
| Around waist | GlareblurCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +20 (+5 eff.) Changes stats: +1 Con Changes resistances: +5% fire / +3% nature / +6% cold Changes resistances penetration: +10% light A belt that goes around your waist. |
| In off hand | Viperspiker the steel shield (0 def, 4 armour, 18-22 power, 41 block) Requires: - Shield usage training - Strength 16 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.0 - 21.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 On weapon hit: * 10% chance to reduce all saves and defense by 15 When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 6% chance to reduce all saves and defense by 15 Effects when hit in melee: * 10% chance to reduce all saves and defense by 15 Damage when hit (Melee): 2 nature On shield block: * Cause enemies within radius 6 to bleed for 238 physical damage over 5 turns (1/turn) Changes resistances: +14% mind Changes damage: +3% nature Talents granted: +3 Fearscape Shift +1 Block Handheld deflection devices. |
| Cloak | murderer's cashmere cloak of implacability (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Dex Physical save: +5 (+1 eff.) Mental save: +7 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Khelehad the steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +6% mind / +6% physical Talent granted: +2 Blighted Path Physical save: +10 (+3 eff.) Life regen: +2.00 Stamina each turn: +0.70 Maximum life: +20.00 Light radius: +1 See invisible: +3 A suit of armour made of metal plates. |
Inventory
shatter afflictions rune of the duelist (absorb 45; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 45 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Brenygahek the Nimbuslord =stun=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Con Changes resistances: +10% lightning Reduces incoming crit damage: 5.00% Physical save: +12 (+4 eff.) Spell save: +17 (+6 eff.) Mental save: +12 (+6 eff.) Stun/Freeze immunity: +20% Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
restful steel amulet of dexterity (+3) =dex=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex Life regen: +2.00 Amulets make your neck look great! |
Flashbraze =con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +21% lightning Changes resistances penetration: +10% light / +15% fire Physical save: +6 (+2 eff.) Light radius: +2 Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical power: +5 (+1 eff.) Defense: +8 (+4 eff.) Changes stats: +3 Con / +5 Wil Mental save: +6 (+3 eff.) Vim when hit: +0.00 Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Aroriatha'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Changes resistances: +22% acid / +3% cold Changes damage: +11% acid Critical mult.: +15.00% Disease immunity: +10% Rings make your fingers look great! |
titan's steel ring of corrosion (+20%) =con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +8 (+2 eff.) Rings make your fingers look great! |
acidic iron longsword (10-15 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 When wielded/worn: Sharp, long, and deadly. |
thought-forged iron longsword (12-16 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 15 Damage (Melee): +7 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Sharp, long, and deadly. |
Gleamarc the rough leather belt =cun=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 4 mind Changes stats: +5 Cun / +1 Wil Changes resistances penetration: +5% mind Maximum encumbrance: +23 Hate when firing a critical mind attack: +1.00 Light radius: +1 A belt that goes around your waist. |
blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +8 (+4 eff.) Stealth bonus: +5 Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt of unlife =breath=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Adima (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +6% nature / +6% acid Changes resistances penetration: +5% mind Spell save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kilnbrawn (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +4% physical / +6% fire Reduces incoming crit damage: 5.00% Mental save: +9 (+5 eff.) Maximum life: +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Borablek' (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Changes resistances: +2% physical / +12% cold Changes resistances penetration: +5% physical Changes damage: +9% physical Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voratta the pair of rough leather boots (0 def, 1 armour) =dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +1 Str / +6 Dex / +3 Mag / +1 Cun Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Infravision radius: +2 See invisible: +3 A pair of boots made of leather. |
pair of rough leather boots 'Alysin' (0 def, 1 armour) =stun=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +3 Wil Changes resistances: +3% blight / +5% arcane Changes damage: +9% acid Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disease immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +10% A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
Chamiroddabar the Demonbreeze (0 def, 1 armour) =dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Effects on melee hit: * 20% chance to reduce damage dealt by 13% Damage when hit (Melee): 6 mind Changes stats: +1 Cun / +3 Dex Changes resistances penetration: +15% darkness / +5% lightning Critical mult.: +10.00% 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. |
hardened leather gloves 'Drosakhad' (0 def, 2 armour) =str/dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Changes stats: +4 Str / +9 Dex / +3 Cun Equilibrium when hit: +0.24 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. |
iron gauntlets 'Brodochik' (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes damage: +3% mind Physical save: +9 (+3 eff.) Knockback immunity: +10% Mindpower: +5 (+3 eff.) Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
polar rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +6% cold Changes damage: +3% cold 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. |
Glydhenne (1 def, 0 armour) =dex=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Defense: +1 (+1 eff.) Changes stats: +3 Dex / +3 Cun / +1 Con Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Isywen (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% lightning / +1% physical / +6% temporal Psi each turn: +0.11 Maximum life: +60.00 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% Healing mod.: +5% A pointy cloth hat, very wizardly... |
Ivuldawen (0 def, 3 armour) =mag/cun=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Mag / +6 Wil / +3 Cun Mindpower: +4 (+2 eff.) Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Silitira' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 acid Changes stats: +3 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Nerynne' (1 def, 0 armour) =dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +1 (+1 eff.) Changes stats: +4 Dex / +1 Mag / +3 Wil / +1 Cun Changes damage: +3% physical Physical save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
miner's iron helm of dexterity (+2) (0 def, 5 armour) =dex=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Dex Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Emyba' (0 def, 7 armour) =stun/die at=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Mental save: +6 (+3 eff.) Blindness immunity: +10% Stun/Freeze immunity: +10% Only die when reaching: -60.00 life Infravision radius: +1 A cap made of leather. |
stabilizing iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron mail armour of acid resistance (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% acid / +10% light / +11% darkness A suit of armour made of mail. |
iron plate armour 'Pologalle' (6 def, 11 armour)Requires: - Massive armour training - Strength 22 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Defense: +6 (+3 eff.) Fatigue: +22% Effects on melee hit: * 10% chance to reduce armor by 29% * 10% chance to reduce all saves and defense by 15 Damage when hit (Melee): 4 acid Changes stats: +3 Dex / +1 Wil / +2 Cun Changes damage: +6% acid Mental save: +12 (+6 eff.) A suit of armour made of metal plates. |
iron plate armour of implacability (0 def, 11 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Fatigue: +17% Physical save: +6 (+2 eff.) A suit of armour made of metal plates. |
Nerygawen the Hailqueller (0 def, 4 armour, 12-15 power, 40.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (Melee): +8 cold / +8 fire Damage (radius 1) on hit: +12 cold When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +4 Fatigue: +8% Damage (Melee): 5 cold Damage when hit (Melee): 3 ice Changes stats: +3 Str / +3 Dex Changes resistances: +18% lightning Talent granted: +1 Block Handheld deflection devices. |
demon seed [fire imp] (15, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (16, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Teleport immunity: +48% Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (16, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Overpower Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (20, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (15, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (13, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (14, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Vim when hit: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (29, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (17, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (17, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Cursed Arm Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (15, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (26, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (13, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (15, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Grants telepathy: Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (18, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Hexed Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (15, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances penetration: +8% acid / +8% physical / +8% blight Changes damage: +15% acid / +15% physical / +15% blight Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (15, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances penetration: +8% blight / +8% fire / +8% darkness Changes damage: +15% blight / +15% fire / +15% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (13, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances: +17% acid / +17% darkness / +17% blight Reduce damage by fixed amount: +7 acid / +7 darkness / +7 blight Demon status: alive (100% life). The seed of a demon. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
87 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Glumira' (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +15 (+8 eff.) Changes stats: +1 Str / +1 Dex Changes resistances: +10% nature / +9% fire Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hanyrenik =dex=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +6 Dex / +2 Wil Changes resistances: +3% acid Reduces incoming crit damage: 10.00% Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By janktown, usa the Dwarf Demonologist level 6
19th Voratun 122nd year of Ascendancy at 20:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By janktown, usa the Dwarf Demonologist level 10
27th Voratun 122nd year of Ascendancy at 12:32 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By janktown, usa the Dwarf Demonologist level 10
28th Voratun 122nd year of Ascendancy at 05:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By janktown, usa the Dwarf Demonologist level 10
8th Profit 122nd year of Ascendancy at 21:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By janktown, usa the Dwarf Demonologist level 15
24th Profit 122nd year of Ascendancy at 03:42 see stats
Log
Lava floor burns janktown, usa!
janktown, usa shares some pain with Essumhan the quasit squad leader!
Link of Pain from Janktown, usa hits Essumhan the quasit squad leader for (33 linked), (20 linked) (53 total damage).
Osmosis Shield hits Essumhan the quasit squad leader for (33 turned into osmosis), (20 turned into osmosis) (0 total damage).
Essumhan the quasit squad leader's light area effect hits janktown, usa for (19 turned into osmosis), 49 light (49 total damage).
Essumhan the quasit squad leader hits janktown, usa for (19 turned into osmosis), 82 fire (82 total damage).
--------------------------------
Lava floor burns janktown, usa!
janktown, usa shares some pain with Essumhan the quasit squad leader!
Link of Pain from Janktown, usa hits Essumhan the quasit squad leader for (33 linked) damage.
Essumhan the quasit squad leader hits janktown, usa for (19 turned into osmosis), 82 fire (82 total damage).
Osmosis Shield hits Essumhan the quasit squad leader for (33 turned into osmosis) damage.
--------------------------------
Janktown, usa uses Infusion: Regeneration.
Janktown, usa starts regenerating health quickly.
Janktown, usa slows down.
Lava floor heals Essumhan the quasit squad leader!
Essumhan the quasit squad leader casts Moonlight Ray.
Essumhan the quasit squad leader deactivates Fearscape.
janktown, usa shares some pain with Essumhan the quasit squad leader!
Link of Pain from Janktown, usa hits Essumhan the quasit squad leader for (65 linked) damage.
Osmosis Shield hits Essumhan the quasit squad leader for (42 turned into osmosis) damage.
Essumhan the quasit squad leader hits janktown, usa for (19 turned into osmosis), 162 darkness (162 total damage).
Essumhan the quasit squad leader receives 150 healing.
janktown, usa the level 19 dwarf demonologist was shadowed to death by Essumhan the quasit squad leader on level 1 of Fearscape.
--------------------------------
You are brought back from the Fearscape!
Essumhan the quasit squad leader killed janktown, usa!




































































































