Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Ascii Information Frames 1.7.4Oh my god this stuff is so totally cool. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: No Ambient Sounds 1.7.5Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting. Enjoy the sweet sound of silence~ https://github.com/sandertyu/tome-no-ambient-sounds ---Changelog--- Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Items Vault 1.7.6Donators/Buyers bonus! Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Reminders 1.7.6Simple addon to add ingame reminders. Current reminders: Quick Transmo Chest Management 1.6.7Adds a new key bind to transmogrify things faster. Currently, hitting the key on an item in the transmog chest puts it into your normal inventory, while hitting the key on an item in your normal inventory immediately transmogs it with no confirmation. The key bind only works if you have a transmog chest and only if the selected item is transmog-able. I got annoyed at how slow transmog is and made this. I'll probably make its behavior configurable in a future update. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 16 / 10% |
| Size | big |
| Lifes / Deaths | Killed by Isuma the dozing giant venus flytrap at level 16 on the 25th Haze 122nd year of Ascendancy at 00:02 / 1 |
Primary Stats
| Strength | 45 (base 34) |
| Dexterity | 22 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 49 (base 43) |
| Cunning | 22 (base 10) |
Resources
| Life | -30/644 |
| Hate | 29/102 |
| Healing Factor | 0.67599916735079 |
| Regeneration | 2.8729964612408 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Invisible | 12 |
| Stealth | 14 |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 45 |
| Crit Chance | 8% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Crit. mult. | +160% |
| Acid | +3% |
| Nature | +10% |
| Lightning | +23% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| All | 0% |
| Physical | +9% |
| Mind | +25% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 30.522593642275 (62.32946707186%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 27 |
| Physical Save | 25 |
| Spell Save | 34 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 18%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 14%( 70%) |
| All | 0%( 70%) |
| Lightning | + 40%( 70%) |
| Physical | + 6%( 70%) |
| Crit. shrug | +13% |
| Darkness | + 9%( 70%) |
| Cold | + 12%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Stun Resistance | 55% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 35% |
| Fear Resistance | 35% |
| Silence Resistance | 10% |
| Poison Resistance | 33% |
| Knockback Resistance | 35% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 234 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 37 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 107 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 575% 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. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
Quests
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity 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. | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 | Siletha the pair of iron boots (15 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +5 Defense +15 (+7 eff.) Fatigue +2% Life +40.00 Life Regen +2.00 Silence Resist +10% other ------- Max stamina +20.00 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Brenorand'2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +3% blight +3% mind +3% nature 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 | Bynarista the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +9% lightning +6% fire Spell save +6 (+3 eff.) Life +40.00 Healmod +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | piercing elm totem of healing [power 110] (6/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Toryhor the Arcwend0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil defense ------ Resistance +31% lightning +6% cold +7% nature +6% blight Mind save +4 (+2 eff.) Poison Resist +13% Disease Resist +13% Rings make your fingers look great! |
| On fingers | copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
| Around waist | insulating rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +5% fire +6% cold Life +32.00 A belt that goes around your waist. |
| In main hand | truestriking voratun greatsword (Nightmares) (64-102 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 64.0 - 102.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +16 (+5 eff.) Ignore Armor +7 Curse of Nightmares Massive two-handed swords. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| In off hand | Xerusevena the steel shield (0 def, 4 armour, 13-16 power, 43.5 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master/Psionic When used to Attack: Weapon Damage 13.5 - 16.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +43 On-crit, radius 2 +4 mind While equipped: Stats +3 Str +3 Dex offense ------ Critical power +10.00% Accuracy +6 (+2 eff.) defense ------ Armor +4 Fatigue +8% Resistance +11% mind Life +47.00 other ------- Max hate +2.00 Talents +1 Block Handheld deflection devices. |
| Cloak | Emosenn (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +2 Mag defense ------ Defense +1 (+0 eff.) Life +35.00 other ------- See Invisibility +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Alyyakan (8 def, 13 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +2 Wil defense ------ Armor +13 Defense +8 (+4 eff.) Fatigue +12% Resistance +10% blight +6% physical +10% darkness +5% arcane Crit Resistance 10.00% Physical save +12 (+6 eff.) Mind save +12 (+6 eff.) Teleport Resist +10% other ------- Light +1 A suit of armour made of mail. |
Inventory
regeneration infusion of the sneak (heal 315; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 315 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 267; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 199; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +23.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
savior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+4 eff.) Spell save +8 (+4 eff.) Mind save +7 (+3 eff.) Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
titan's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +5 See Invisibility +6 Rings make your fingers look great! |
warrior's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Mindpower +5 (+3 eff.) defense ------ Armor +4 Rings make your fingers look great! |
Kor's Fall (Misfortune) (10-12 power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [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: other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Curse of Misfortune Bone Spear: Effective talent level: 3.0 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 66.36 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% (132). 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. |
Chamedukan the Swampmistress (Nightmares) (24-36 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Master Weapon Damage 24.0 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +4 mind While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +3% darkness +6% fire Curse of Nightmares Massive two-handed battleaxes. |
Drake's Bane (Madness) (45-67 power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+5 eff.) Stun Resist +20% Knockbk Resist +40% Curse of Madness The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
flaming iron greatsword of phasing (Corpses) (14-23 power, 11 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane Weapon Damage 14.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +11 Critical Rate +2.5% Attack Speed 100% Ignore Shields +14% On-Hit, radius 1 +9 fire Curse of Corpses Massive two-handed swords. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Oozeimmortal (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +3 Str +1 Wil offense ------ Damage +11% physical defense ------ Resistance +11% physical +7% all Crit Resistance 5.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Gunochak' (15 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Mind Crit +3% On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Defense +15 (+7 eff.) Resistance +21% lightning +7% all Blind Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elenoharabar (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Mind Crit +2% Mindpower +5 (+3 eff.) Damage +6% physical Ignore resists +7% physical defense ------ Resistance +18% acid +6% blight +5% arcane +9% all other ------- Max hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
impenetrable steel mail armour of lightning resistance (2 def, 12 armour) =light=14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% lightning A suit of armour made of mail. |
Viperrigor the steel plate armour (0 def, 15 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Random Unique] Arcane/Master While equipped: defense ------ Armor +15 Fatigue +22% Resistance +17% acid +3% nature +10% light +10% darkness A suit of armour made of metal plates. |
Mayewe the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Armor +6 Resistance +7% lightning +6% temporal Life +60.00 Silence Resist +10% A belt that goes around your waist. |
rough leather belt 'Quenchimmortal'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Resistance +5% lightning +5% temporal +6% acid A belt that goes around your waist. |
Splendourmalice (1 def, 0 armour) =light=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con defense ------ Defense +1 (+0 eff.) Resistance +15% lightning +9% light other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisana the pair of rough leather boots (15 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Defense +15 (+7 eff.) Fatigue -5% Physical save +5 (+3 eff.) Life +20.00 Stun Resist +20% other ------- Encumbrance +21 A pair of boots made of leather. |
Xanunor (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Wil defense ------ Armor +1 Resistance +5% arcane Physical save +9 (+5 eff.) Silence Resist +24% Confus Resist +23% Stun Resist +20% other ------- Stamina/turn +1.00 A pair of boots made of leather. |
restful rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +11.00 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. |
Aledor the rough leather cap (0 def, 1 armour) =water=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Ignore resists +5% physical Ignore Armor +1 defense ------ Armor +1 Fatigue +1% Resistance +5% arcane +7% cold other ------- Breathe water A cap made of leather. |
Cloud Caller (0 def, 0 armour) =light=2.0 Encumbrance T1 head armor [Unique] Nature While equipped: defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 40.91 to 122.73 lightning damage (81.82 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Nightshine (1 def, 0 armour) =light=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Con offense ------ Physical Power +5 (+2 eff.) Ignore Armor +1 On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Defense +1 (+0 eff.) Resistance +16% lightning +2% physical A pointy cloth hat, very wizardly... |
Tidenaught (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Con defense ------ Armor +1 Fatigue +1% Resistance +9% acid Spell save +3 (+1 eff.) Stun Resist +10% A cap made of leather. |
Betikira (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil defense ------ Armor +3 Fatigue +5% Resistance +5% blight +1% physical +9% nature Mind save +6 (+3 eff.) Knockbk Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
140 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Polywyn the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Str offense ------ Physical Crit +1.0% Critical power +10.00% Accuracy +5 (+1 eff.) Ignore Armor +2 defense ------ Defense +10 (+5 eff.) Mind save +6 (+3 eff.) other ------- Hate-on-crit +2.00 Light +3 See Stealth +7 See Invisibility +7 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 50.74 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 50.74 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Daimuleg the Blazespiker (dig speed 27 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Mag +1 Wil +2 Cun defense ------ Resistance +9% light other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
soothing elm wand of shielding [power 116] (6/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ayladamaar the Ogre Cursed level 10
4th Haze 122nd year of Ascendancy at 14:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ayladamaar the Ogre Cursed level 10
4th Haze 122nd year of Ascendancy at 22:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ayladamaar the Ogre Cursed level 15
23rd Haze 122nd year of Ascendancy at 10:32 see stats
Log
You are unable to move!
Ayladamaar uses Ruined Earth.
Isuma the dozing giant venus flytrap has been weakened.
Ayladamaar has been weakened.
Isuma the dozing giant venus flytrap uses Constrict.
Isuma the dozing giant venus flytrap hits Ayladamaar for 23 mind damage.
Ayladamaar speeds up.
Poison from Isuma the dozing giant venus flytrap hits Ayladamaar for 62 nature damage.
Today is the 25th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
You are unable to move!
Isuma the dozing giant venus flytrap notices you at the last moment!
Ayladamaar hits Isuma the dozing giant venus flytrap for 72 physical damage.
Isuma the dozing giant venus flytrap uses Spit Poison.
Isuma the dozing giant venus flytrap hits Ayladamaar for 15 nature damage.
Talent Frenzy is ready to use.
Poison from Isuma the dozing giant venus flytrap hits Ayladamaar for 50 nature damage.
You are unable to move!
Isuma the dozing giant venus flytrap notices you at the last moment!
Ayladamaar hits Isuma the dozing giant venus flytrap for 76 physical damage.
Isuma the dozing giant venus flytrap uses Slime Spit.
Ayladamaar slows down.
Isuma the dozing giant venus flytrap's Slime Spit hits Ayladamaar for 41 nature damage.
Talent Block is ready to use.
Talent Harass Prey is ready to use.
Poison from Isuma the dozing giant venus flytrap hits Ayladamaar for 50 nature damage.
Ayladamaar the level 16 ogre cursed was treehugged to death by Isuma the dozing giant venus flytrap on level 3 of Heart of the Gloom.
Isuma the dozing giant venus flytrap is no longer being stalked by Ayladamaar.
=====================
Damage dealt
=====================
130,432 physical
1,635 darkness
1,386 mind
1,079 fire
758 cold
260 nature
=====================
Damage taken
=====================
10,878 physical
5,772 fire
2,931 mind
2,326 nature
1,774 cold
1,100 lightning
882 darkness
870 blight
239 light
223 temporal
118 arcane
105 acid

















































































