











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 18 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Belydhema the king cobra at level 18 on the 75th Dusk 122nd year of Ascendancy at 16:54 / 1 |
Primary Stats
| Strength | 47 (base 46) |
| Dexterity | 13 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 58 (base 37) |
| Cunning | 18 (base 10) |
Resources
| Life | -304/503 |
| Hate | 91/104 |
| Healing Factor | 0.90986842969833 |
| Regeneration | 0.22746710742458 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | -1.1102230246252E-14% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 35 |
| Crit Chance | 8% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 4% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Lightning | +6% |
| Nature | +10% |
| Temporal | +3% |
| Blight | +9% |
| Physical | +3% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +15% |
| Acid | +5% |
| Mind | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 39.08934837382 (81.151787968034%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 37 |
| Physical Save | 20 |
| Spell Save | 29 |
| Mental Save | 26 |
Defense: Resistances
| Nature | + 6%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 14%( 70%) |
| Blight | + 13%( 70%) |
| Cold | + 40%( 70%) |
| Fire | + 35%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 35% |
| Pinning Resistance | 21% |
| Confusion Resistance | 35% |
| Fear Resistance | 35% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 56% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. Its effects scale with your Strength stat. |
| 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 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. 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 ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed length of troll intestine. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. * You've found the needed honey tree root. | 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 iron boots of speed (Madness) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Movement speed: +25% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | TempestvaultInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +5% acid Changes damage: +6% mind / +6% lightning Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -60.00 life Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | iron helm 'Snowbright' (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +5 Wil Changes resistances: +3% cold Changes resistances penetration: +5% mind Changes damage: +3% physical Maximum hate: +4.00 Mindpower: +4 (+1 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (Nightmares) (2 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Spell save: +6 (+3 eff.) Maximum life: +40.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Nightmares It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Earodorin the iron pickaxe (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +6 Defense: +10 (+5 eff.) Changes stats: +1 Str / +1 Cun Changes resistances penetration: +15% temporal Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Mardutorig (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +3.0% Changes stats: +1 Con Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +21% Only die when reaching: -20.00 life Maximum life: +21.00 Maximum psi: +10.00 Curse of Shrouds Rings make your fingers look great! |
| On fingers | copper ring 'Smearvenom' (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 56% Changes resistances: +32% fire / +6% nature / +3% light Changes resistances penetration: +5% nature Changes damage: +10% fire Curse of Madness Rings make your fingers look great! |
| Around neck | YvilaithCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +9% blight Talent mastery: +0.13 Cunning / Survival Maximum stamina: +30.00 Spell crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
| In main hand | steel longsword 'Emiyatha' (Misfortune) (110% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +8 cold When wielded/worn: Defense: +15 (+6 eff.) Changes resistances: +6% cold / +3% fire Changes damage: +3% temporal Curse of Misfortune Sharp, long, and deadly. |
| Around waist | Duroran (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +20 (+8 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 29 Changes resistances: +3% temporal Spell save: +3 (+1 eff.) Maximum life: +33.00 Curse of Nightmares A belt that goes around your waist. |
| In off hand | reinforced iron shield of cold resistance (+16%) (Shrouds) (0 def, 4 armour, 96% power, 43.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 96% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +43 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +16% cold Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
| Cloak | Samytodar (Nightmares) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Dex Changes resistances: +3% blight / +11% temporal / +10% darkness Only die when reaching: -80.00 life Healing mod.: +5% Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% Curse of Nightmares It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xitira the steel plate armour (Misfortune) (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +9 Fatigue: +22% Changes stats: +2 Wil Changes resistances: +10% blight / +15% cold / +10% darkness Critical mult.: +5.00% Maximum life: +20.00 Maximum stamina: +20.00 Mindpower: +5 (+1 eff.) Light radius: +1 Curse of Misfortune A suit of armour made of metal plates. |
Inventory
steel mace 'Jetpython' (Misfortune) (103% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 103% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 acid damage (1/turn) When wielded/worn: Accuracy: +11 (+5 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 24% Changes stats: +1 Str Changes resistances penetration: +5% acid / +15% darkness Changes damage: +17% acid / +8% physical / +3% darkness Disarm immunity: +27% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.acidic steel waraxe of the mystic (Madness) (100% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 100% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Changes stats: +1 Mag / +3 Wil Spellpower: +6 (+3 eff.) Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level.warbringer's steel waraxe (Madness) (107% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +6% physical Disarm immunity: +18% Curse of Madness One-handed war axes. |
Surefire (Shrouds)Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+5 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Curse of Shrouds This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
This item will automatically be transmogrified when you leave the level.shocking steel shield (Madness) (0 def, 4 armour, 118% power, 38.5 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 118% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 4 lightning Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Boroyaneg the hardened leather armour (Shrouds) (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Damage (Melee): 11 acid / 12 fire Damage when hit (Melee): 11 acid / 10 fire Changes stats: +7 Cun Changes resistances: +20% acid / +16% fire Changes damage: +6% mind Psi when hit: +0.16 Maximum hate: +4.00 Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rough leather belt (Nightmares) 1.00 Encumbrance. Type: armor / belt ; tier 1 Curse of Nightmares A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Rimedeath (Corpses) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+5 eff.) Changes stats: +3 Cun Changes resistances: +6% acid / +9% fire / +15% darkness Changes resistances penetration: +10% cold Stealth bonus: +8 Curse of Corpses A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Veladheda (Madness) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +30 (+10 eff.) Armour: +4 Defense: +11 (+5 eff.) Changes stats: +4 Str / +1 Dex Stealth bonus: +8 Curse of Madness A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Chillquick (Misfortune) (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +15% nature Changes resistances penetration: +25% cold Changes damage: +15% cold Spellpower: +8 (+4 eff.) Curse of Misfortune A pair of boots made of leather. |
6 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. |
7 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. |
3 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. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
232 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. |
bloodhexed iron pickaxe (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +4 Str / +4 Wil Mental crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+1 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 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 11 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 20% 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 FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Gloom the Cornac Cursed level 18
32nd Dusk 122nd year of Ascendancy at 16:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gloom the Cornac Cursed level 10
2nd Summertide 122nd year of Ascendancy at 09:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Gloom the Cornac Cursed level 8
6th Mirth 122nd year of Ascendancy at 04:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Gloom the Cornac Cursed level 16
13rd Dusk 122nd year of Ascendancy at 05:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gloom the Cornac Cursed level 15
8th Dusk 122nd year of Ascendancy at 00:06 see stats
Log
The air around Gloom grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Gloom uses Rampage.
Gloom begins rampaging!
Your movements fuel your rampage! (+1 duration)
Belydhema the king cobra slows down.
Gloom's nightmare area effect hits Belydhema the king cobra for 23 darkness damage.
Talent Dig is ready to use.
Talent Beckon is ready to use.
Mindrot hits Belydhema the king cobra for 1 mind, 2 darkness (4 total damage).
Belydhema the king cobra is no longer harassed.
Belydhema the king cobra is surrounded by a cursed miasma.
Gloom hits Belydhema the king cobra for 3 darkness, 3 mind (7 total damage).
Belydhema the king cobra briefly catches sight of you!
Belydhema the king cobra performs a melee critical strike against Gloom!
Belydhema the king cobra hits Gloom for (23 rampage shugs off), 79 physical (80 total damage).
Gloom has shrugged off 23 damage and is ready for more.
Mindrot hits Belydhema the king cobra for 2 mind, 2 darkness (5 total damage).
Belydhema the king cobra activates Stealth.
Belydhema the king cobra uses Shattering Shout.
Belydhema the king cobra deactivates Stealth.
Belydhema the king cobra hits Gloom for (23 rampage shugs off), 222 physical (223 total damage).
Gloom the level 18 cornac cursed was battered to death by Belydhema the king cobra on level 1 of The Maze.
Belydhema the king cobra is no longer being stalked by Gloom.










































































