









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Adventurer Buff Addon 1.4.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. 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:
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:
Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 23 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Salowyn the yellow ooze at level 23 on the 27th Haze 122nd year of Ascendancy at 19:17 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 55 (base 51) |
| Willpower | 23 (base 13) |
| Cunning | 45 (base 41) |
Resources
| Life | -152/620 |
| Mana | 23/279 |
| Soul | 12/12 |
| Healing Factor | 1.49 |
| Regeneration | 5.2895 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 30.535337624254 |
| See Invisible | 30.535337624254 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 12 |
| Crit Chance | 15% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +3% |
| Temporal | +6% |
| Darkness | +15% |
| Arcane | +9% |
| Mind | +24% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
Defense: Base
| Armour (hardiness) | 26.413408721348 (66.666666666667%) |
| Defense | 16 |
| Ranged Defense | 21 |
| Fatigue | 15 |
| Physical Save | 33 |
| Spell Save | 47 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Arcane | + 7%( 70%) |
| Cold | + 7%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 4%( 70%) |
| Lightning | + 3%( 70%) |
| Fire | + 23%( 70%) |
| Mind | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 20% |
| Poison Resistance | 15% |
| Blind Resistance | 15% |
| Disarm Resistance | 66% |
| Bleed Resistance | 70% |
| Pinning Resistance | 31% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 26% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 8 turns. While Heroism is active, you will only die when reaching -171 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 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 820% for 10 turns and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Shades | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The mana surge engulfs the target, regenerating 4.20 mana per turn. Surging mana |
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+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: * You are experienced enough. * 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed hummerhorn wing. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 within12 lumberjacks have died. | done |
Equipment
| On feet | Eliriatta (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +8% fire +7% cold Spell.save +9 (+3 eff.) Mind.save +12 (+5 eff.) Die.at -80.00 life Disarm- +20% Stun/Frz- +10% A pair of boots made of leather. |
| Light source | brass lantern 'Zubymithra'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Cun ----- def ----- Resists +3% acid +3% mind +3% lightning Max.HP +45.00 Blind- +5% Confus- +5% ---------- misc Light +2 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 | Blastborn (0 def, 10 armour) =str=3.0 T3 head armor [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +10 Fatigue +4% Resists +6% light +4% physical Phys.save +30 (+12 eff.) Cut- +10% Confus- +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +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. |
| On fingers | Thunderswift the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 8 lightning 12 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Max.HP +33.00 Disarm- +26% Pinning- +31% Knockbk- +26% Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
| On fingers | Tuladoldil the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: ----- def ----- Defense +6 (+5 eff.) Rng.Def +6 (+3 eff.) Resists +6% acid +12% temporal +6% mind Crit.dmg- 10.00% Max.HP +47.00 HP.reg +0.60 Heal.mod +13% Poison- +10% Rings can have magical properties. |
| Around waist | Mayuwen the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- Dmg.mod +24% mind ----- def ----- Fatigue -6% Max.HP +45.00 ---------- misc Max.psi +50.00 A belt that goes around your waist. |
| In main hand | ash starstaff 'Aneroddahor' (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +11 (+3 eff.) S.pwr/crit +9 Dmg.mod +15% darkness Melee Ret 8 acid ----- def ----- Resists +6% fire Poison- +5% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 22.96 to 27.56 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Urudil' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Wil +1 Mag dps ---------- Dmg.mod +9% arcane Res.pen +15% blight Acc +5 (+3 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | steel mail armour 'Erelethad' (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 [Random Unique] Nature/Psionic While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Resists +3% temporal +6% mind +6% darkness Mind.save +11 (+5 eff.) Max.HP +81.00 HP.reg +2.70 Heal.mod +26% A suit of armour made of mail. |
| Cloak | Noonumbra the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 15% chance to blind ----- def ----- Defense +1 (+1 eff.) Resists +3% light +9% fire Max.HP +30.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Glorinor'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Spell.crit +1% Dmg.mod +6% temporal Melee Ret 12 arcane ----- def ----- Spell.save +36 (+12 eff.) Heal.mod +10% Cut- +60% Heal: Puts all charms on 32 cooldown Level 2.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 182 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 154)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 154 and cleanse 1 wound and 1 poison effect. 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 ability. |
regeneration infusion of the wizard (heal 247 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 247 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 ability. |
invisibility rune of the psychic (power 11 for 6 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 11) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 50 for 4 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 34)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the titan (radius 10; dur 17; see animal)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 15) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any animal around. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
cleansing steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Str ----- def ----- Resists +11% nature +10% blight Poison- +23% Disease- +24% Amulets can have magical properties. |
Neruravena the gold ring =str con=0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +3 Mag +3 Cun +6 Con dps ---------- Phys.pwr +8 (+5 eff.) Melee+ 8 bleed Ranged+ 10 bleed Dmg.mod +10% arcane On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ----- def ----- Resists +10% arcane Mind.save +9 (+4 eff.) Disarm- +15% ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 19 cooldown Level 2.0 Pwr.cost 19 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
savior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+4 eff.) Rings can have magical properties. |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +26% Rings can have magical properties. |
warrior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings can have magical properties. |
chilling dwarven-steel dagger of massacre (24-31.2 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 24.0 - 31.2 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 cold Sharp, short and deadly. |
dwarven-steel greatsword of daylight (35.5-56.8 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 light Against +7% Undead Massive two-handed swords. |
quick dwarven-steel mace of purging (25.5-35.7 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego++] Disrupt/Master Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 111% Melee+ +7 nature On Hit: * 25% chance to remove a magical effect While equipped: Stats +3 Dex dps ---------- Acc +7 (+4 eff.) Blunt and deadly. |
mighty hardened leather sling of acid4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +10 acid While equipped: Stats +1 Str dps ---------- Phys.pwr +7 (+5 eff.) Dmg.mod +8% acid Slings are used to hurl stones or metal shots at your foes. |
ash magestaff of power (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +13 (+4 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe (22-30.8 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Mirasus the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +15% blight ----- def ----- Defense +2 (+2 eff.) Spell.save +39 (+13 eff.) Max.HP +45.00 ---------- misc Vim/s.crit +3.00 Max.mana +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient woollen robe of light (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% temporal +12% light +8% physical Res.pen +7% physical +7% temporal ----- def ----- Resists +18% light Anom.red +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Aeryda' (2 def, 0 armour) =con=2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Con dps ---------- Mind.crit +7% Mind.pwr +11 (+5 eff.) Dmg.mod +9% temporal +7% nature +8% mind Res.pen +10% mind ----- def ----- Defense +2 (+2 eff.) Mind.save +20 (+8 eff.) Poison- +25% Disease- +28% ---------- misc Psi/turn +0.56 Max.psi +11.00 Telepathy Humanoid/Orc A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Ego] Disrupt While equipped: dps ---------- On Melee Ret: * Slows global speed by 5% * 4 arcane resource burn ----- def ----- Defense +2 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Belusalach' (3 def, 1 armour) =str=2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +6.00% ----- def ----- Armour +1 Defense +3 (+3 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +6% lightning +6% temporal Max.HP +20.00 ---------- misc See.Invis +3 A pair of boots made of leather. |
Glowweeper the rough leather gloves (0 def, 1 armour) =str=1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+4 eff.) Dmg.mod +9% light ----- def ----- Armour +1 Resists +9% light +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelayara the rough leather cap (0 def, 1 armour) =water=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +15% mind Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% Resists +7% cold ---------- misc Psi/ret +0.20 Breathe water A cap made of leather. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating cashmere wizard hat of lightning (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +2 (+2 eff.) Resists +18% lightning +7% fire +7% cold A pointy cloth hat, very wizardly... |
rough leather cap of constitution (+3) (0 def, 1 armour) =con=2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
11 agate0.0 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. |
185 alchemist agate0.0 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature 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. |
Porille the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: ----- def ----- Defense +6 (+5 eff.) Rng.Def +6 (+3 eff.) Resists +12% mind +5% arcane Spell.save +20 (+6 eff.) Poison- +15% Disarm- +25% Stun/Frz- +10% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Lelugorn' =con=2.0 T1 lite [Rare] Disrupt While equipped: Stats +6 Con dps ---------- Res.pen +15% physical ----- def ----- Defense +6 (+5 eff.) Rng.Def +6 (+3 eff.) Resists +3% all Spell.save +5 (+1 eff.) Heal.mod +15% ---------- misc Stam/turn +0.40 Light +2 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. |
brass lantern 'Noonedge' =str=2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Fatigue -4% Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +5 See.Invis +7 Telepathy Humanoid/Orc 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 19 out of 25/25. Range 7 Travel.spd 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 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 28 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. 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)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 185 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
pouch of dwarven-steel shots (24/24, 32.5-39 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Normal] Power 32.5 - 39.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 24 Shots are used with slings to pummel your foes to death. |
self-loading pouch of dwarven-steel shots (22/22, 33-39.6 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 33.0 - 39.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 22 Rld cld 4 Shots are used with slings to pummel your foes to death. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ;ojkh the Higher Necromancer level 21
1st Time of Equilibrium 122nd year of Ascendancy at 00:08 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ;ojkh the Higher Necromancer level 10
1st Flare 122nd year of Ascendancy at 03:16 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ;ojkh the Higher Necromancer level 20
60th Dusk 122nd year of Ascendancy at 12:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By ;ojkh the Higher Necromancer level 10
2nd Flare 122nd year of Ascendancy at 07:57 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By ;ojkh the Higher Necromancer level 21
1st Time of Equilibrium 122nd year of Ascendancy at 13:56 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ;ojkh the Higher Necromancer level 16
20th Dusk 122nd year of Ascendancy at 15:34 see stats
Log
Forgery of Haze (;ojkh) casts Rune: Manasurge.
Forgery of Haze (;ojkh) starts to surge mana.
Your summoned Forgery of Haze (;ojkh) disappears.
Impending Doom from ;ojkh hits Salowyn the yellow ooze for (34 to psi shield), 35 arcane (35 total damage).
Salowyn the yellow ooze uses Lightning Speed.
Salowyn the yellow ooze turns into pure lightning!.
;ojkh casts Invoke Darkness.
;ojkh's spell attains critical power!
;ojkh is surging arcane power.
;ojkh casts Rune: Manasurge.
;ojkh starts to surge mana.
Impending Doom from ;ojkh hits Salowyn the yellow ooze for (28 to psi shield), 30 arcane (30 total damage).
Salowyn the yellow ooze is back to normal.
Salowyn the yellow ooze hits ;ojkh for 76 physical, 10 nature, 10 temporal, 24 physical (121 total damage).
;ojkh hits Salowyn the yellow ooze for 8 acid, 13 temporal, (6 to psi shield), 7 arcane, 0 lightning (27 total damage).
;ojkh casts Fear the Night.
;ojkh's spell attains critical power!
Salowyn the yellow ooze resists the darkness!
;ojkh hits Salowyn the yellow ooze for (52 to psi shield), 121 darkness (121 total damage).
;ojkh hits Salowyn the yellow ooze for 8 acid, 13 temporal, (6 to psi shield), 7 arcane, (4 to psi shield), 4 lightning (31 total damage).
Impending Doom from ;ojkh hits Salowyn the yellow ooze for (28 to psi shield), 30 arcane (30 total damage).
Salowyn the yellow ooze's Beyond the Flesh hits ;ojkh for 67 physical, 13 nature, 8 temporal, 24 physical (112 total damage).
Talent Invoke Darkness is ready to use.
Salowyn the yellow ooze uses Telekinetic Smash.
Saving game...



































































































