









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 22 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Mayytha the warg at level 22 on the 1st Time of Equilibrium 122nd year of Ascendancy at 19:00 / 2Killed by Arira the ink squid at level 22 on the 23rd Haze 122nd year of Ascendancy at 04:38 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 71 (base 51) |
| Willpower | 31 (base 20) |
| Cunning | 52 (base 34) |
Resources
| Life | -467/260 |
| Mana | 230/372 |
| Soul | 10/14 |
| Vim | 184/184 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 2.3137566775458 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 34.182604915697 |
| See Invisible | 34.182604915697 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 31 |
| Crit Chance | 17% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +23% |
| Physical | +4% |
| Darkness | +10% |
| Arcane | +22% |
| Cold | +42% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Fire | +15% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 15 (35.65183292883%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 30 |
| Mental Save | 27 |
Defense: Resistances
| Blight | + 24%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 28%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 22%( 70%) |
| Mind | + 27%( 70%) |
| Darkness | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 42 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (106 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 263 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 Wrathroot. * 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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 ritch stinger. Keep as much venom in it as possible.' * You've found the needed bear paw. * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Eilinylle' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue -5% Resistance +6% light +6% lightning Physical save +5 (+4 eff.) Unlife -80.00 life Silence Resist +10% Stun Resist +10% other ------- Encumbrance +23 A pair of boots made of leather. |
| Light source | Thundernoon the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Mag +3 Con offense ------ Damage +3% lightning When Hit 4 acid defense ------ Resistance +3% lightning Crit Resistance 15.00% other ------- Light +5 Infravision +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Shine's kiss' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +10% mind When Hit 8 mind defense ------ Armor +1 Fatigue +1% Resistance +6% light +6% cold other ------- Light +2 Breathe water A cap made of leather. |
| Tool | Rimevenom [power 200] (17 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +24% cold Ignore resists +15% mind When Hit 2 cold defense ------ Resistance +12% mind Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Ziyadig'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex offense ------ Physical Power +10 (+5 eff.) Damage +10% light Accuracy +28 (+12 eff.) Ignore Armor +11 defense ------ Armor +6 Defense +7 (+3 eff.) Resistance +20% light Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | gold ring 'Freezerigor'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane While equipped: Stats +7 Mag +7 Wil offense ------ Spellpower +7 (+2 eff.) On-Hit 24 light On-Ranged-Hit 17 light Damage +3% cold +13% light +10% darkness Ignore resists +15% arcane When Hit 8 cold defense ------ Resistance +20% darkness Rings make your fingers look great! |
| Around waist | grounding rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego+] Nature/Master While equipped: Stats +3 Dex +4 Cun +5 Lck defense ------ Resistance +6% lightning +6% temporal Stealth +6 other ------- Disarm Traps +5 Infravision +3 A belt that goes around your waist. |
| In main hand | Gyvena the ash starstaff (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +6 (+2 eff.) Spellpower/crit +3 Damage +15% cold defense ------ Resistance +9% blight +7% cold Unlife -20.00 life Life Regen +2.00 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Betuvea (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Critical power +15.00% On-Hit 6 physical Damage +4% physical defense ------ Armor +7 other ------- EQ when Hit +0.08 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. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag offense ------ Spell Crit +20% Spellpower +15 (+4 eff.) Damage +22% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Sunresolve (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Critical power +5.00% Ignore resists +15% fire When Hit 6 physical defense ------ Defense +1 (+0 eff.) Physical save +3 (+3 eff.) Mind save +6 (+3 eff.) Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of manastreaming0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ Spellpower/crit +2 other ------- Mana/turn +0.10 Max mana +20.00 Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ividhewyn the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Con offense ------ Physical Crit +1.0% Ignore resists +20% physical defense ------ Armor +4 Resistance +5% arcane Amulets make your neck look great! |
warrior's copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
wanderer's steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Cun +4 Con offense ------ Move Speed +10% On-Hit 7 light 9 darkness Damage +7% light +6% darkness When Hit: * 6% chance to reduce damage dealt by 17% * 6% chance to blind defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
mule's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% light defense ------ Fatigue -4% Resistance +22% light other ------- Encumbrance +20 Rings make your fingers look great! |
warrior's copper ring of the mountain (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% physical defense ------ Armor +6 Resistance +11% physical Rings make your fingers look great! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Naturevengeance the dwarven-steel battleaxe (33-50 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Arcane/Psionic Weapon Damage 33.5 - 50.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +16 temporal +10 light +10 darkness Damage Against +16% Undead +12% Living On-crit, radius 2 +12 mind While equipped: offense ------ Damage +3% nature Ignore resists +10% mind defense ------ Resistance +16% temporal Mind save +3 (+2 eff.) other ------- Max psi +20.00 Massive two-handed battleaxes. |
chilling steel longsword (14-19 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +9 cold Sharp, long, and deadly. |
chilling dwarven-steel longsword of rage (22-30 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +10 cold While equipped: Stats +3 Str offense ------ Damage +7% physical Accuracy +7 (+3 eff.) Sharp, long, and deadly. |
elm longbow of piercing4.0 Encumbrance T1 longbow 2H weapon [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: offense ------ Ignore resists +8% all Accuracy +9 (+4 eff.) Ignore Armor +9 Longbows are used to shoot arrows at your foes. |
halfling hardened leather sling of enduring4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 [Ego++] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +7 Con +8 Wil offense ------ Damage +9% physical defense ------ Life +36.00 other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
self-loading quiver of yew arrows of grasping (16/17, 35-49 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego+] Arcane/Nature Weapon Damage 35.5 - 49.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 17 Auto Reload 3 On Hit: * 20% chance to create vines that bind the target to the ground dealing 123 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
self-loading pouch of dwarven-steel shots of crippling (19/19, 32-39 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Arcane/Master Weapon Damage 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +16.0% Capacity 19 Auto Reload 4 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
focusing woollen robe of nature (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Damage +10% nature defense ------ Resistance +15% nature +9% all other ------- Mana/turn +0.10 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
duelist's hardened leather armour (12 def, 11 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Master While equipped: Stats +6 Cun +5 Dex defense ------ Armor +11 Defense +12 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
marauder's hardened leather armour of Eyal (13 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego++] Nature/Master While equipped: Stats +5 Str +5 Dex defense ------ Armor +6 Defense +13 (+6 eff.) Fatigue +8% Physical save +8 (+5 eff.) Life +29.00 Life Regen +4.00 Healmod +12% A suit of armour made of leather. |
prismatic hardened leather armour of temporal resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Arcane While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +21% temporal +13% light +12% darkness A suit of armour made of leather. |
dwarven-steel mail armour of command (10 def, 13 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +3 Cun defense ------ Armor +13 Defense +10 (+5 eff.) Fatigue +12% Mind save +13 (+7 eff.) A suit of armour made of mail. |
Jetcrypt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Power +3 (+2 eff.) defense ------ Resistance +3% darkness Spell save +5 (+3 eff.) Life +80.00 other ------- Stamina/turn +1.00 Size +1 A belt that goes around your waist. |
resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+0 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadowwar the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +4 Cun +2 Wil offense ------ Spellpower +4 (+1 eff.) Mindpower +5 (+2 eff.) Damage +3% darkness defense ------ Armor +1 other ------- Psi when Hit +0.04 A pair of boots made of leather. |
wanderer's pair of iron boots of rushing (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Master While equipped: Stats +2 Str +2 Cun +4 Con defense ------ Armor +3 Fatigue +2% Physical save +11 (+7 eff.) Mind save +10 (+5 eff.) Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.0 Power cost 22 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Thunderquarry the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +7 Cun offense ------ On-Hit 5 light Damage +4% light Ignore resists +5% lightning defense ------ Armor +1 Resistance +6% light other ------- Max hate +4.00 Max psi +30.00 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. |
Manygadan the linen wizard hat (1 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +3 Con offense ------ Damage +11% mind Ignore resists +5% physical Ignore Armor +1 defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +14% mind Unlife -80.00 life A pointy cloth hat, very wizardly... |
linen wizard hat 'Tundrabreaker' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +10% light +3% cold Ignore resists +20% cold When Hit 4 cold 2 mind 2 light defense ------ Defense +1 (+0 eff.) Resistance +15% light A pointy cloth hat, very wizardly... |
rough leather cap 'Zerirohek' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +7 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) Ignore resists +10% mind +5% temporal defense ------ Armor +1 Fatigue +1% other ------- Psi when Hit +0.04 A cap made of leather. |
bladed hardened leather cap of might (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +11 Str +3 Con offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 26.0 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Delanik (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Con offense ------ Physical Crit +3.0% Accuracy +15 (+7 eff.) When Hit 6 physical defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
8 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. |
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. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
47 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. |
Relgibar the Pyrewaker2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Dex +1 Con offense ------ Critical power +10.00% When Hit 2 temporal defense ------ Resistance +6% fire Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +8 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. |
Duventir the iron pickaxe (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Con offense ------ Physical Power +20 (+8 eff.) Ignore resists +11% physical defense ------ Resistance +9% blight +3% cold While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Hicro the Higher Necromancer level 16
39th Dusk 122nd year of Ascendancy at 19:29 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Hicro the Higher Necromancer level 10
5th Mirth 122nd year of Ascendancy at 03:15 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Hicro the Higher Necromancer level 20
68th Dusk 122nd year of Ascendancy at 11:26 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Hicro the Higher Necromancer level 3
76th Pyre 122nd year of Ascendancy at 13:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Hicro the Higher Necromancer level 7
78th Pyre 122nd year of Ascendancy at 21:19 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Hicro the Higher Necromancer level 14
13rd Dusk 122nd year of Ascendancy at 07:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hicro the Higher Necromancer level 22
1st Haze 122nd year of Ascendancy at 02:45 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Hicro the Higher Necromancer level 22
1st Time of Equilibrium 122nd year of Ascendancy at 19:00 see stats
Log
Bethudarin the ink squid feels death coming!
Bethudarin the ink squid shares damage with his oozes!
Hicro hits Bethudarin the ink squid for 0 cold, 79 darkness (80 total damage).
Bethudarin the ink squid shares damage with his oozes!
Frost Cut from Hicro hits Bethudarin the ink squid for 9 cold damage.
Frost Cut from Hicro hits Arira the ink squid for 31 cold damage.
Curse of Death from Hicro hits Bethudarin the ink squid for 14 darkness damage.
Arira the ink squid uses Grab.
Hicro deactivates Hiemal Shield.
Hicro is pinned to the ground.
Arira the ink squid hits Hicro for (53 absorbed), 183 physical (184 total damage).
Melee retaliation hits Arira the ink squid for 4 acid, 6 physical, 9 cold, 4 mind (24 total damage).
Hicro's Hiemal Shield hits Arira the ink squid for 20 cold damage.
Darkness pulsates around Hicro!
Talent Track is ready to use.
Talent Dig is ready to use.
Spikes of Decrepitude hits Arira the ink squid for 11 cold, 0 darkness, 38 cold, 0 darkness (50 total damage).
Spikes of Decrepitude hits Bloated ooze for 12 cold, 8 darkness (21 total damage).
Spikes of Decrepitude hits Bethudarin the ink squid for 16 cold, 0 darkness (16 total damage).
Bleeding from Bethudarin the ink squid hits Hicro for 28 physical damage.
Spikes of Decrepitude killed Bloated ooze!
Hicro's desolate waste area effect hits Arira the ink squid for 13 cold damage.
Hicro's desolate waste area effect hits Bethudarin the ink squid for 16 cold damage.
Curse of Death from Hicro hits Bethudarin the ink squid for 25 darkness damage.
Frost Cut from Hicro hits Arira the ink squid for 37 cold damage.
Frost Cut from Hicro hits Bethudarin the ink squid for 28 cold damage.
Arira the ink squid uses Slash.
Arira the ink squid hits Hicro for 452 physical damage.
Melee retaliation hits Arira the ink squid for 4 acid, 6 physical, 0 cold, 4 mind (15 total damage).
Hicro the level 22 higher necromancer was minced to death by Arira the ink squid on level 2 of Lake of Nur.















































































































