










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! 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.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Use Item Shortcuts 1.7.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Menu Keys 1.7.0Adds shortcut keys to some of the actions on the game menu accessible via the <Esc> key. Configurable via game option "[ZOmnibus] | Show menu keys". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Adventurer |
| Level / Exp | 15 / 66% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 29 (base 12) |
| Dexterity | 18 (base 12) |
| Constitution | 14 (base 12) |
| Magic | 54 (base 41) |
| Willpower | 20 (base 13) |
| Cunning | 38 (base 27) |
Resources
| Mana | 219/219 |
| Negative | 72/72 |
| Vim | 104/106 |
| Life | 390/390 |
| Paradox | 300 |
| Soul | 11/12 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 4.4084805152513 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 10.527714274175 |
| See Invisible | 25.527714274175 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 18 |
| Crit Chance | 10% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +10% |
| Physical | +12% |
| Cold | +19% |
| Lightning | +7% |
| Darkness | +17% |
| Mind | +6% |
| Fire | +10% |
| Nature | +12% |
Offense: Damage Penetration
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 6 (35.65183292883%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 22 |
| Mental Save | 22 |
Defense: Resistances
| Nature | + 25%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 17%( 70%) |
| Darkness | + 17%( 70%) |
| Blight | + 12%( 70%) |
| Cold | + 50%( 70%) |
| Fire | + 18%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Pinning Resistance | 22% |
| Disarm Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| 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 562% 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
| Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master of flesh | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master necromancer | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Aura of Undeath |
| talent | Hymn of Detection |
| talent | Bone Shield |
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 lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | Coalhacker the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Damage +6% mind Ignore resists +5% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Armor +3 Fatigue +2% Resistance +9% darkness Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Chimas2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +5 Str +1 Dex defense ------ Mind save +5 (+3 eff.) other ------- Max stamina +20.00 Light +3 See Stealth +5 See Invisibility +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. |
| On head | Sameyalach (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% nature defense ------ Defense +1 (+0 eff.) Resistance +18% nature +3% blight Crit Resistance 15.00% Unlife -40.00 life Life Regen +4.00 Silence Resist +10% A pointy cloth hat, very wizardly... |
| Tool | elm totem of healing 'Aerentir' [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +3% physical Ignore Armor +1 When Hit 4 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Armor +2 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper citrine ring0.1 Encumbrance T1 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Dex +5 Cun offense ------ Damage +11% cold Accuracy +6 (+3 eff.) defense ------ Resistance +9% light +22% cold Life +22.00 Disarm Resist +25% Pinning Resist +22% Knockbk Resist +21% other ------- Light +4 Infravision +4 See Invisibility +12 Rings make your fingers look great! |
| Around waist | Zematar1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +3 Mag +2 Wil +3 Cun +1 Con offense ------ Mindpower +2 (+1 eff.) On-Hit (Melee): * 20% chance to reduce armor by 31% defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | Kor's Fall (10-12 power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.3 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 140.13 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (280). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | polar 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 +5 (+2 eff.) On-Hit 5 cold Damage +3% cold defense ------ Armor +1 Resistance +5% cold Unarmed combat: Weapon Damage 10.0 - 11.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +5 ice On Hit: 10% Ice Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stormwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +4 Wil offense ------ Damage +7% lightning +9% physical +5% cold defense ------ Resistance +5% lightning +7% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+0 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | insulating copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +10% fire +11% cold Amulets make your neck look great! |
Inventory
medical injector implant of the psychic (efficiency 107% / cooldown 67%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 107% efficiency and cooldown mod of 67%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the warrior (speed 585%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 585% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, mind, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 3 darkness, 5 mind, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 392; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 392 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
chilling iron battleaxe of massacre (21-32 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 21.0 - 31.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 cold Massive two-handed battleaxes. |
Hailmire (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 13.0 - 16.9 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature +8 cold On-Hit, radius 1 +4 blight +8 cold While equipped: offense ------ Ignore resists +10% cold +6% physical Accuracy +15 (+8 eff.) Ignore Armor +7 defense ------ Defense +7 (+3 eff.) Disarm Resist +25% Sharp, short and deadly. |
slime-covered steel dagger of massacre (16-20 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Disrupt/Master Weapon Damage 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 5% chance to slow global speed by 43% Sharp, short and deadly. |
steel dagger 'Gleamslicer' (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Master Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +4 temporal While equipped: Stats +2 Con offense ------ Physical Power +5 (+2 eff.) Ignore resists +18% physical Accuracy +17 (+9 eff.) Ignore Armor +12 When Hit 4 light defense ------ Disarm Resist +16% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, short and deadly. |
truestriking steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +11 (+6 eff.) Ignore Armor +7 Sharp, short and deadly. |
iron greatmaul 'Gloombreeze' (18-28 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Disrupt Weapon Damage 18.5 - 27.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +4 darkness On-Hit, radius 1 +16 darkness On Hit: * 7% chance to slow global speed by 43% While equipped: Stats +5 Str +1 Mag offense ------ Ignore resists +5% darkness +5% nature Massive two-handed mauls. |
hateful iron greatsword (16-25 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Psionic Weapon Damage 15.5 - 24.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 darkness Damage Against +9% Living Massive two-handed swords. |
hateful iron greatsword of massacre (24-38 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 23.5 - 37.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 darkness Damage Against +9% Living Massive two-handed swords. |
gifted vined mindstar of balance (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 +7 (+4 eff.) defense ------ Physical save +3 (+2 eff.) Spell save +4 (+2 eff.) Mind save +3 (+2 eff.) other ------- EQ when Hit +0.70 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 mossy mindstar of clarity (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +3% nature defense ------ Resistance +3% blight Mind save +2 (+1 eff.) Disease Resist +10% other ------- Max psi +15.00 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. |
elm starstaff (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Normal] 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% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of fate (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane 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 +5% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic steel steamsaw (17-26 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Weapon Damage 17.0 - 25.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 Uses 1.0 Steam When used to Attack: On Hit: * 12% chance to reduce armor by 31% While equipped: offense ------ On-Hit 5 acid When Hit 1 acid defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of crippling (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: offense ------ Physical Crit +7.0% defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
rough leather belt 'Hobers'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Wil offense ------ Damage +6% arcane Ignore resists +5% physical Ignore Armor +5 defense ------ Fatigue -5% other ------- Encumbrance +20 A belt that goes around your waist. |
Dourlash the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +7 Wil offense ------ Damage +3% nature Ignore resists +15% darkness defense ------ Defense +1 (+0 eff.) Mind save +6 (+3 eff.) other ------- See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +4 Mag +5 Wil defense ------ Resistance +6% blight +9% all Life +58.00 Life Regen +1.80 Healmod +15% other ------- Mana/turn +0.10 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) defense ------ Resistance +7% all Mind save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour)3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 10% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (47 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (82 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Goredig the pair of rough leather boots (0 def, 6 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +5 (+2 eff.) Accuracy +10 (+5 eff.) defense ------ Armor +6 Resistance +6% acid other ------- Max stamina +10.00 Infravision +1 A pair of boots made of leather. |
Yvayatira (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Con offense ------ Physical Crit +1.0% defense ------ Armor +1 Resistance +6% lightning +6% temporal +6% light +5% arcane +3% mind A pair of boots made of leather. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +6% cold A pair of boots made of leather. |
miner's pair of iron boots of speed (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% 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 (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +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 rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
Ivomithra (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 acid Damage +7% acid Ignore resists +15% acid defense ------ Armor +1 Resistance +9% acid +3% temporal +3% nature +12% lightning Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +4 (+2 eff.) Accuracy +6 (+3 eff.) Ignore Armor +5 defense ------ Armor +2 Fatigue +3% Resistance +6% blight Spell save +11 (+6 eff.) Unarmed combat: Weapon Damage 22.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +14 Critical Rate +8.0% Attack Speed 83% On Hit: * 11% chance to slow global speed by 43% * 13% chance to reduce armor by 31% Metal gloves protecting the hands up to the middle of the lower arm. |
Barydohell (15 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +1 Defense +15 (+7 eff.) Fatigue +1% Resistance +5% arcane +3% blight Mind save +3 (+2 eff.) Disease Resist +10% Pinning Resist +20% A cap made of leather. |
insulating rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +5% fire +6% cold A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% A cap made of leather. |
dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +16% acid A suit of armour made of mail. |
cleansing cured leather armour of acid 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 +20% acid +10% nature +11% blight A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life Regen +2.30 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
rejuvenating iron plate armour of acid resistance (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Ego] Nature/Master While equipped: defense ------ Armor +7 Fatigue +22% Resistance +15% acid Life Regen +2.50 other ------- Stamina/turn +0.60 A suit of armour made of metal plates. |
10 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. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig 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 (+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. |
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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Rootbloom'2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Power +10 (+5 eff.) Damage +12% mind Ignore resists +20% nature When Hit 4 mind defense ------ Mind save +6 (+3 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
Ce'Nusenn the Quenchroar (15/15, 12-14 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Nature Weapon Damage 12.0 - 14.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 15 On-ranged-hit +12 acid +11 fire +8 cold On-Hit, radius 1 +12 acid +8 cold +8 nature On-crit, radius 2 +12 acid +6 fire Shots are used with slings to pummel your foes to death. |
extending iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
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. |
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. |
5 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Azeal the Drem Adventurer level 7
2nd Profit 122nd year of Ascendancy at 01:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Azeal the Drem Adventurer level 10
10th Profit 122nd year of Ascendancy at 10:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Azeal the Drem Adventurer level 6
19th Voratun 122nd year of Ascendancy at 14:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Azeal the Drem Adventurer level 10
13rd Profit 122nd year of Ascendancy at 00:23 see stats
Log
Skeleton mage is dismissed!
Skeleton mage shatters!
Armoured skeleton warrior is dismissed!
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior shatters!
Armoured skeleton warrior is dismissed!
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior shatters!
Skeleton mage is dismissed!
Skeleton mage picks up the remains of its fallen comrade.
Skeleton mage shatters!
Armoured skeleton warrior is dismissed!
Armoured skeleton warrior shatters!
Armoured skeleton warrior is dismissed!
Armoured skeleton warrior shatters!
Armoured skeleton warrior is dismissed!
Skeleton master archer picks up the remains of its fallen comrade.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior shatters!
Skeleton master archer is dismissed!
Skeleton master archer shatters!
Armoured skeleton warrior is dismissed!
Armoured skeleton warrior shatters!
Ran for 15 turns (stop reason: didn't move).
--------------------------------
Azeal vanishes from sight.




























































































