
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This 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 Items Vault 1.5.0Donators/Buyers bonus! 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Possessor |
| Level / Exp | 23 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant thunderer at level 23 on the 15th Steel 123rd year of Ascendancy at 04:38 / 1 |
Primary Stats
| Strength | 70 (base 42) |
| Dexterity | 30 (base 12) |
| Constitution | 31 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 66 (base 52) |
| Cunning | 23 (base 12) |
Resources
| Life | -22/293 |
| Positive | 114/116 |
| Psi | 0/276 |
| Healing Factor | 1.1567164179105 |
| Regeneration | 0.98320895522392 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +458% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 23.074207531484 |
| See Invisible | 23.074207531484 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 44 |
| Crit Chance | 5% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Mind | +3% |
| Physical | +10% |
| Cold | +3% |
| Fire | +6% |
Offense: Damage Penetration
| Acid | +20% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 32.5 (80%) |
| Defense | 34 |
| Ranged Defense | 38 |
| Fatigue | 16 |
| Physical Save | 40 |
| Spell Save | 30 |
| Mental Save | 41 |
Defense: Resistances
| Arcane | + 30%( 70%) |
| Mind | + 26%( 70%) |
| All | + 26%( 70%) |
| Lightning | + 44%( 70%) |
| Light | + 35%( 70%) |
| Darkness | + 30%( 70%) |
| Physical | + 26%( 70%) |
| Cold | + 44%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 20% |
| Pinning Resistance | 100% |
| Silence Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 498% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 172 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 19% for 4 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: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 635% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Possession | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Psionic / Psychic blows | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Psionic / Solipsism | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Force Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Moving at extreme speed (498% faster). Any action other than movement will cancel it. Wild Speed |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-20% global speed). Solipsism |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The target ignores pain, reducing all damage taken by 19%. Pain Suppression |
| detrimental effect | The target is reeling from the aftershock of a destroyed possessed body, reducing damage by 60%, reducing movement speed by 50%. Possession Aftershock |
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 lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed ice ant stinger. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. 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 bear paw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed minotaur nose. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Porarena' (12 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +2 Dex +1 Mag +3 Wil ----- def ----- Armour +1 Defense +12 (+6 eff.) Fatigue +1% ---------- misc Light +3 Telepathy Humanoid/Orc Evasion: (Instant) Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 23 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 22.83 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 22.83 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | arcane yew wand of conjuration [power 259] (9 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 130 to 259 Puts all charms on 9 cooldown 100% to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Gloralrawe the Nimbusbright0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Phys.save +15 (+5 eff.) Rings can have magical properties. |
| On fingers | gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 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 108% 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 can have magical properties. |
| Around waist | Emowe1.0 T1 belt armor [Rare] Arcane While equipped: Stats +7 Str +3 Cun +2 Con ----- def ----- Fatigue -2% Resists +6% darkness +5% arcane +6% light A belt that goes around your waist. |
| In main hand | Brandstinger (30-45 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +24 insidious poison +12 lightning +12 fire On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% fire ----- def ----- Resists +9% lightning Massive two-handed mauls. |
| On hands | iron gauntlets 'Salirith' (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 6 cold Dmg.mod +3% mind +3% cold ----- def ----- Armour +1 Resists +6% cold Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Skywitch the steel mail armour (9 def, 10 armour)14.0 T2 heavy armor [Rare] Psionic While equipped: Stats +3 Str +2 Dex +4 Mag +3 Cun dps ---------- Melee Ret 8 lightning ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +15% lightning Mind.save +12 (+4 eff.) A suit of armour made of mail. |
| Cloak | Baryruildir (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Dex +2 Wil +2 Con dps ---------- Crit.mult +15.00% Res.pen +20% acid Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 10.00% Stealth +9 ---------- 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 | Bethalrabeth the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +9 Dex +6 Wil +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +18% cold +11% fire +6% light +6% nature HP.reg +0.60 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
Inventory
movement infusion of the duelist (418% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 418% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Amodekan the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Str +3 Dex +3 Mag +1 Wil +2 Cun ----- def ----- Resists +11% cold +10% fire Amulets can have magical properties. |
Silussra the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +7% physical ----- def ----- Resists +15% light +13% darkness Heal/summ +50 Blind- +20% ---------- misc Masteries +0.16 Psionic/Deep horror +0.16 Psionic/Body snatcher Amulets can have magical properties. |
steel amulet 'Ulidraldir'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Dex +7 Wil +4 Con ----- def ----- Fatigue -6% Resists +6% acid HP.reg +1.10 Amulets can have magical properties. |
Beolathadar (37.5-60 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 cold While equipped: dps ---------- Acc +13 (+4 eff.) Melee Ret 8 arcane ----- def ----- Defense +9 (+4 eff.) Disarm- +28% ---------- misc Mana/turn +0.12 Massive two-handed swords. |
Dazzlesorrow the steel greatsword (21-33.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 21.0 - 33.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 darkness +10 temporal On Hit.r1 +10 fire While equipped: Stats +2 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +10% light +10% physical Melee Ret 13 temporal ----- def ----- Resists +9% temporal +6% light +6% darkness Disarm- +20% Massive two-handed swords. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Fire Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+7 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
flaming dwarven-steel steamsaw of fire resistance (+17%) (17-25.5 power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +52 On Hit.r1 +8 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +17% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
shocking dwarven-steel steamsaw (20.5-30.75 power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam While equipped: dps ---------- Melee+ 6 lightning Melee Ret 12 lightning ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Stargasher the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +3 Mag +3 Con ----- def ----- Resists +6% lightning +7% temporal ---------- misc Light +2 See.Invis +6 A belt that goes around your waist. |
Blastkill the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Mag +6 Wil +2 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Defense +1 (+0 eff.) Spell.save +30 (+13 eff.) ---------- misc Mana/turn +0.04 Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Satyrhue (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +12% nature +6% lightning Res.pen +10% nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing Robe of the Worm of lightning (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: Stats +4 Wil +5 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +16% lightning ---------- misc Mana/turn +0.11 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glumira the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil +1 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +12% temporal +9% light +5% arcane Phys.save +20 (+7 eff.) Mind.save +13 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sunwrack the pair of iron boots (11 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire Res.pen +25% fire Melee Ret 16 blight ----- def ----- Armour +3 Defense +11 (+5 eff.) Fatigue +2% Resists +12% fire Evasion: (Instant) Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Radharath' (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun ----- def ----- Armour +4 Fatigue +3% Resists +8% cold +5% fire +3% physical Phys.save +3 (+1 eff.) Blind- +10% Poison- +10% Silence- +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Goragomas the Galequell (0 def, 6 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +9% acid +4% physical +6% lightning Res.pen +5% acid ----- def ----- Armour +6 Resists +6% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 14.70 to 44.11 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Singeblast the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +9% fire Res.pen +25% acid Melee Ret 12 fire On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% Resists +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
3 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. |
224 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. |
onyx0.0 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. |
4 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. |
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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Isaseraba the dwarven-steel pickaxe (dig speed 11 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +4 Str +2 Wil +4 Cun +2 Con dps ---------- Acc +4 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +3% acid +7% physical ---------- misc Max.psi +30.00 Light +1 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xerilaith (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- On Hit (Melee): * 10 arcane resource burn * Slows global speed by 15% ----- def ----- Resists +6% acid +9% cold +9% fire +3% temporal ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glorynne1.0 T3 lite [Rare] Master While equipped: Stats +1 Cun +5 Str dps ---------- Crit.mult +10.00% Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +7 Telepathy Dragon A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Aniledir'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +3% blight +2% physical +12% temporal Mind.save +6 (+2 eff.) Blind- +10% Disease- +5% ---------- misc Light +2 See.Stealth +7 See.Invis +6 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 67% of the healing done. This effect scales with your Magic stat.. Uses 68 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 17 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 25 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
2 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. |
4 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 Dremey the Drem Possessor level 14
12nd Dearth 122nd year of Ascendancy at 15:34 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Dremey the Drem Possessor level 20
7th Shortage 122nd year of Ascendancy at 13:35 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dremey the Drem Possessor level 20
7th Shortage 122nd year of Ascendancy at 09:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dremey the Drem Possessor level 10
34th Profit 122nd year of Ascendancy at 07:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dremey the Drem Possessor level 20
6th Shortage 122nd year of Ascendancy at 16:16 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Dremey the Drem Possessor level 17
37th Dearth 122nd year of Ascendancy at 14:48 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dremey the Drem Possessor level 17
13rd Loss 122nd year of Ascendancy at 04:45 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dremey the Drem Possessor level 12
23rd Wealth 122nd year of Ascendancy at 22:18 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dremey the Drem Possessor level 6
16th Profit 122nd year of Ascendancy at 00:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dremey the Drem Possessor level 15
23rd Dearth 122nd year of Ascendancy at 14:41 see stats
Log
Snow giant thunderer casts Chain Lightning.
Your shield crumbles under the damage!
The shield around Dremey crumbles.
Polarianne the faeros stops surging mana.
Fire wyrm uses Devouring Flame.
Dremey converts some damage to Psi!
Snow giant thunderer hits Dremey for (17 absorbed), 6 to psi, 17 lightning (23 total damage).
Fire wyrm's devouring flames area effect drains life from Dremey!
Fire wyrm's devouring flames area effect drains life from Snow giant thunderer!
Dremey converts some damage to Psi!
Fire wyrm receives 2 healing from Dremey.
Fire wyrm receives 4 healing from Snow giant thunderer.
Fire wyrm's devouring flames area effect hits Dremey for 0 to psi, 20 fire (20 total damage).
Fire wyrm's devouring flames area effect hits Snow giant thunderer for 30 fire damage.
Fire wyrm's devouring flames area effect hits Fire drake for 0 fire damage.
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Emelada the umber hulk uses Mark Prey.
Emelada the umber hulk begins hunting humanoid / dwarf.
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Fire wyrm's devouring flames area effect drains life from Dremey!
Fire wyrm's devouring flames area effect drains life from Snow giant thunderer!
Fire wyrm receives 2 healing from Dremey.
Fire wyrm receives 4 healing from Snow giant thunderer.
Fire wyrm's devouring flames area effect hits Dremey for 20 fire damage.
Fire wyrm's devouring flames area effect hits Snow giant thunderer for 30 fire damage.
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Snow giant thunderer casts Lightning.
Saving game...





































































