










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Leeroy Jenkins 1.2.5Renames every escort to Leeroy Jenkins." Ashes of Urh'Rok 1.5.0Official 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:
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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.5.0Official 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Shadowblade |
| Level / Exp | 20 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Anikbru the halfling at level 18 on the 8th Regrowth 123rd year of Ascendancy at 20:10 2 / 3Killed by Salamikira the ghoulking at level 18 on the 20th Regrowth 123rd year of Ascendancy at 14:20 Killed by Xeridhelaith the snow giant boulder thrower at level 20 on the 40th Regrowth 123rd year of Ascendancy at 20:02 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 46 (base 37) |
| Constitution | 31 (base 10) |
| Magic | 32 (base 30) |
| Willpower | 20 (base 10) |
| Cunning | 46 (base 32) |
Resources
| Life | 592/592 |
| Mana | 284/284 |
| Stamina | 202/202 |
| Healing Factor | 1.5067164179104 |
| Regeneration | 1.2807089552239 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | -994 |
| Infravision | 5 |
| See Stealth | 33.773171249228 |
| See Invisible | 48.773171249228 |
| Stealth | 31.650206986338 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 39 |
| Crit Chance | 30% |
| APR | 24 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 39 |
| Crit Chance | 21% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +15% |
| Temporal | +6% |
| Blight | +42% |
| Cold | +15% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Blight | +25% |
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 12 (50%) |
| Defense | 32 |
| Ranged Defense | 35 |
| Fatigue | 8 |
| Physical Save | 28 |
| Spell Save | 23 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 53%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 28%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 12%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Teleport Resistance | 25% |
| Disarm Resistance | 70% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Stun Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 43.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 188 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 250 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Stealth |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Parrying melee and ranged attacks: Has a 42% chance to deflect up to 18 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +2. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of bone giant dust. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed xorn fragment. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Morningtickler the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +3% acid / +6% fire / +9% light / +6% cold Changes damage: +15% light Light radius: +1 A pair of boots made of leather. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +5 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 | cashmere wizard hat 'Alarek' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +7% lightning / +8% temporal / +6% blight Changes resistances penetration: +25% blight Changes damage: +18% blight / +6% temporal A pointy cloth hat, very wizardly... |
| On hands | Blazenight (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Changes stats: +1 Str / +4 Con Changes resistances penetration: +15% fire Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Life regen: +0.60 Healing mod.: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Salytta the ash totem of cure ailments [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Wil Spell save: +6 (+3 eff.) Cut immunity: +30% Teleport immunity: +15% It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Zubona'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +8 Cun / +2 Wil See invisible: +15 Rings can have magical properties. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.38 cold and 9.89 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | warrior's copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
| In main hand | Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+8 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Ce'Nyrama (135% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 135% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +6% mind Critical mult.: +10.00% Spell save: +3 (+2 eff.) Mental save: +6 (+3 eff.) Teleport immunity: +10% Sharp, short and deadly. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Poluwyn the Kindlenight (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 blight Changes resistances: +18% lightning / +6% blight Changes resistances penetration: +10% fire Changes damage: +24% blight / +9% fire A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.manasurge rune (792% regen over 10 turns; 40 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 unleash a manasurge upon yourself, increasing mana regeneration by 792% for 10 turns and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +22% Amulets can have magical properties. |
copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
grounding gold amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
starlit steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% light / +12% darkness Blindness immunity: +23% Amulets can have magical properties. |
steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Amulets can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Fatigue: -5% Maximum encumbrance: +22 Spellpower: +6 (+3 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
warrior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Blindness immunity: +21% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties. |
warrior's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +20% Infravision radius: +3 See stealth: +9 See invisible: +11 Rings can have magical properties. |
wizard's steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 16% chance to blind Damage (Ranged): 26 light Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings can have magical properties. |
cashmere cloak 'Poromina' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Fatigue: -6% Changes stats: +4 Dex / +4 Mag / +2 Wil / +2 Cun Infravision radius: +2 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level.traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Maximum encumbrance: +20 Physical save: +7 (+4 eff.) Stamina each turn: +0.60 Maximum stamina: +22.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 27 power out of 30/30) : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 29.57 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
9 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. |
80 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. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tulegogar (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Changes stats: +2 Str Changes resistances: +11% nature Changes damage: +7% nature Critical mult.: +6.00% Physical save: +15 (+8 eff.) Mindpower: +8 (+4 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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, costing 180 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), costing 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. |
This item will automatically be transmogrified when you leave the level.Earyrach the Glintmight (21/21, 118% power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 118% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 On weapon hit: * 40% chance to blind Damage (Ranged): +36 light Burst (radius 2) on crit: +4 light Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.arcing pouch of dwarven-steel shots of accuracy (21/21, 140% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 140% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +10 lightning Shots are used with slings to pummel your foes to death. |
Gorumnir the iron torque of thermal psionic shield [power 25] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances penetration: +5% mind Grants telepathy: Humanoid/Orc Mindpower: +4 (+2 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
quick steel torque of kinetic psionic shield [power 33] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 33 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of mindblast [power 153] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a range 6 beam dealing 76.50 to 153.00 mind damage, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
Poludhemina the Galefurnace [power 17] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% fire Changes resistances penetration: +15% lightning Changes damage: +3% lightning / +12% fire It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zubukira the Ghoul Shadowblade level 12
41st Dusk 122nd year of Ascendancy at 23:21 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Zubukira the Ghoul Shadowblade level 16
13rd Haze 122nd year of Ascendancy at 16:24 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Zubukira the Ghoul Shadowblade level 10
8th Dusk 122nd year of Ascendancy at 15:42 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Zubukira the Ghoul Shadowblade level 20
25th Regrowth 123rd year of Ascendancy at 21:43 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Zubukira the Ghoul Shadowblade level 18
38th Haze 122nd year of Ascendancy at 05:10 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Zubukira the Ghoul Shadowblade level 10
19th Dusk 122nd year of Ascendancy at 02:58 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Zubukira the Ghoul Shadowblade level 10
11st Dusk 122nd year of Ascendancy at 20:03 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Zubukira the Ghoul Shadowblade level 18
5th Regrowth 123rd year of Ascendancy at 09:19 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Zubukira the Ghoul Shadowblade level 16
13rd Haze 122nd year of Ascendancy at 13:02 see stats
Log
Zubukira is knocked back!
Xeridhelaith the snow giant boulder thrower hits Zubukira for 199 physical damage.
Zubukira the level 20 ghoul shadowblade was impaled to death by Xeridhelaith the snow giant boulder thrower on level 3 of Daikara.
You have 2 life(s) left.
Zubukira deactivates Chant of Fortitude.
The illusion covering Zubukira disappears.
Zubukira deactivates Shadow Feed.
Zubukira deactivates Shadow Combat.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Xeridhelaith the snow giant boulder thrower killed Zubukira!
Resting starts...
Talent Flurry is ready to use.
Talent Teleport is ready to use.
Talent Shadow Feed is ready to use.
Talent Shadow Combat is ready to use.
Talent Time Shield is ready to use.
Talent Lunge is ready to use.
Talent Retch is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Rune: Shielding is ready to use.
Talent Rune: Shielding is ready to use.
Talent Rune: Heat Beam is ready to use.
Talent Ghoulish Leap is ready to use.
Talent Rush is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
Saving done.
Zubukira deactivates Stealth.









































































































