












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | 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: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/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. Better Item Description 1.6.6This 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 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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.
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. 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. Ashes of Urh'Rok 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Teleport: Krhjkjkfy Unspelled 1.5.10Changes 'Teleport: Kroshkkur' to not be a spell, allowing Drem (who would not be barred for any other reason) to enter Zigur. It can still be silenced. Improved Auto-explore and Rest 1.6.5Quality 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 1.6.0This 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 |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Oozemancer |
| Level / Exp | 19 / 56% |
| Size | small |
| Lifes / Deaths | Killed by Nerora the elven elite warrior at level 19 on the 9th Decay 122nd year of Ascendancy at 13:57 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 7 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 65 (base 47) |
| Cunning | 50 (base 39) |
Resources
| Life | -157/377 |
| Equilibrium | 69 |
| Healing Factor | 1.0745762711864 |
| Regeneration | 1.0208474576271 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +107.19994720145% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 33.595095619122 |
| See Invisible | 33.595095619122 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 42 |
| Crit Chance | 22% |
| APR | 41 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 45 |
| Accuracy | 42 |
| Crit Chance | 18% |
| APR | 46 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Fire | +11% |
| Physical | +9% |
| Cold | +3% |
| Nature | +18% |
Offense: Damage Penetration
| Mind | +10% |
| Lightning | +20% |
| Fire | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 3 |
| Physical Save | 39 |
| Spell Save | 39 |
| Mental Save | 51 |
Defense: Resistances
| Cold | + 30%( 70%) |
| Lightning | + 24%( 70%) |
| Nature | + 22%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 3%( 70%) |
| Acid | + 9%( 70%) |
| Fire | + 34%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 54% |
| Bleed Resistance | 64% |
| Confusion Resistance | 89% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
| Poison Resistance | 100% |
| Blind Resistance | 64% |
Inscriptions (4/4)
| 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 346 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 645% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -373 life. The duration and life will increase by 1% for every 1% life you have lost (currently 901 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Acidic Skin |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
| detrimental effect | The gloom has stunned the target, reducing damage by 50%, putting 4 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned by the gloom |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | You gain 21% resistance against cold. Resolve |
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by medic turret. Escort: lost defiler (level 2 of Trollmire) | failed |
You abandoned lost defiler to death. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You failed to protect the lost sun paladin from death by Cyravea the rattlesnake. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. 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.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Ungrol of Last Hope needs your help making an elixir of foundations. 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 green worm. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 within | active |
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 | Magmaknight (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +3% fire Melee Ret 2 fire ----- def ----- Armour +1 Resists +9% acid +6% temporal +3% lightning Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+1 eff.) A pair of boots made of leather. |
| Light source | Cloudtrencher the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +3% fire Res.pen +20% lightning +5% fire ----- def ----- Resists +3% lightning +3% fire +6% nature Max.HP +40.00 ---------- misc Light +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 | Festerbrand (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% physical Res.pen +5% nature Apr +3 ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% temporal Spell.save +3 (+1 eff.) Max.HP +48.00 Heal.mod +10% ---------- misc Stam/turn +1.00 A cap made of leather. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 30.99 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Frostterror (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Dmg.mod +6% physical +3% cold Apr +6 ----- def ----- Resists +3% cold While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+7 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 135% 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. |
| On fingers | Glimmerblood the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Wil +1 Con dps ---------- Phys.pwr +5 (+2 eff.) Apr +2 Melee Ret 4 light ----- def ----- Phys.save +12 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Max.stam +17.00 Rings can have magical properties. |
| Around neck | Cleansepanic0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% mind On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +3% lightning +15% fire Phys.save +13 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +14 (+4 eff.) Amulets can have magical properties. |
| In main hand | Serpent's Glare (7-7.7 power, 22 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 80% Wil, 48% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +22 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 53.82 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | Muroddahir the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +1 Con ----- def ----- Resists +6% fire +6% cold Phys.save +9 (+3 eff.) Die.at -40.00 life ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
| In off hand | nature's vined mindstar of life (4.5-4.95 power, 27 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Nature Uses 80% Wil, 48% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +27 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Max.HP +13.00 HP.reg +0.70 Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | enveloping linen cloak of implacability (7 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +7 (+4 eff.) Phys.save +12 (+4 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 29.21 to 87.64 lightning damage (58.43 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
healing infusion of the psychic (heal 172; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 26%; physical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +12% nature +10% blight Poison- +21% Disease- +21% Amulets can have magical properties. |
copper amulet 'Ulihell'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +5 Mag +1 Cun +2 Con dps ---------- Res.pen +10% mind ----- def ----- Resists +13% temporal Pinning- +25% Knockbk- +24% ---------- misc Infravis +2 Amulets can have magical properties. |
copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets can have magical properties. |
steel amulet 'Hathidin'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Crit.mult +5.00% Spell.pwr +10 (+10 eff.) Phasing +30% ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Hate/m.crit +3.00 Max.hate +4.00 Amulets can have magical properties. |
Belavena0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Wil dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +3% mind Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Rings can have magical properties. |
Fulykath0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +9 (+4 eff.) Dmg.mod +6% acid Res.pen +20% blight +15% mind ----- def ----- Resists +6% acid +9% blight Rings can have magical properties. |
Treefiend0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +12% cold Res.pen +15% acid On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Resists +3% nature +24% cold ---------- misc Light +2 Rings can have magical properties. |
gladiator's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+3 eff.) Rings can have magical properties. |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon Reqs Str 20 [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
nature's vined mindstar (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Disease- +11% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of storms (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +2 Dex +2 Mag +1 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 lightning Dmg.mod +5% lightning +2% nature Res.pen +7% lightning ----- def ----- Resists +6% lightning +2% blight Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather belt of the vagrant1.0 T1 belt armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +5 (+1 eff.) A belt that goes around your waist. |
Flarebreaker (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 4 physical ----- def ----- Defense +7 (+4 eff.) Resists +6% light +6% fire Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -20.00 life HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chilltrail (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +6 Mag +3 Wil +3 Cun +2 Con dps ---------- Dmg.mod +3% cold +12% fire ----- def ----- Resists +18% fire +7% all ---------- misc See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Gloomwrecker' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Mag +6 Con dps ---------- Mind.crit +1% Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +3 Fatigue +2% ---------- misc Max.psi +10.00 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Pitchresolve' (15 def, 7 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% cold Res.pen +10% darkness ----- def ----- Armour +7 Defense +15 (+8 eff.) Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Gloompeal' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +3% blight +6% fire +6% darkness Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
naturalist's rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Smolderhacker the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% blight Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +3% temporal A cap made of leather. |
grounding iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather. |
iron helm 'Urentir' (20 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Apr +5 ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Arcbearer' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Res.pen +25% light Melee Ret 2 lightning ----- def ----- Defense +1 (+1 eff.) Resists +27% lightning Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
prismatic 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 +10% light +10% darkness A cap made of leather. |
stabilizing rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+4 eff.) A cap made of leather. |
2 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. |
114 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. |
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. |
6 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
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. |
4 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By CommunistEwok! the Yeek Oozemancer level 10
8th Dusk 122nd year of Ascendancy at 04:10 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By CommunistEwok! the Yeek Oozemancer level 13
56th Dusk 122nd year of Ascendancy at 18:45 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By CommunistEwok! the Yeek Oozemancer level 12
12nd Dusk 122nd year of Ascendancy at 12:43 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By CommunistEwok! the Yeek Oozemancer level 15
34th Haze 122nd year of Ascendancy at 13:39 see stats
Log
Elven guard hits Bloated ooze for 32 physical damage.
Nerora the elven elite warrior speeds up.
Poison from CommunistEwok! hits Nerora the elven elite warrior for 2 nature damage.
Poison from CommunistEwok! hits Elven guard for 4 nature damage.
Nerora the elven elite warrior receives 39 healing from Unnatural Body.
Nerora the elven elite warrior performs a melee critical strike against CommunistEwok!!
Talent Poisonous Spores is ready to use.
Talent Slime Roots is ready to use.
Talent Reabsorb is ready to use.
Talent Infusion: Regeneration is ready to use.
CommunistEwok! shares damage with her oozes!
Nerora the elven elite warrior hits CommunistEwok! for 206 physical, (11 antimagic), 0 cold (206 total damage).
Melee retaliation hits Nerora the elven elite warrior for 1 fire, 2 light, 7 acid (10 total damage).
CommunistEwok! is being stalked by Nerora the elven elite warrior!
Nerora the elven elite warrior hits CommunistEwok! for 174 physical, (11 antimagic), 0 cold (174 total damage).
Melee retaliation hits Nerora the elven elite warrior for 1 fire, 2 light, 7 acid (10 total damage).
Nerora the elven elite warrior is no longer rampaging.
Poison from CommunistEwok! hits Nerora the elven elite warrior for 2 nature damage.
Poison from CommunistEwok! hits Elven guard for 4 nature damage.
Nerora the elven elite warrior receives 39 healing from Unnatural Body.
CommunistEwok! is no longer being stalked by Nerora the elven elite warrior.
Nerora the elven elite warrior hits CommunistEwok! for 156 physical damage.
Melee retaliation hits Nerora the elven elite warrior for 1 fire, 2 light, 7 acid (10 total damage).
CommunistEwok! the level 19 yeek oozemancer was maimed to death by Nerora the elven elite warrior on level 3 of Rhaloren Camp.
CommunistEwok! deactivates Psiblades.
CommunistEwok! deactivates Mitosis.
CommunistEwok! overcomes the gloom
The skin of CommunistEwok! starts dripping acid.
CommunistEwok! deactivates Antimagic Shield.
CommunistEwok! is no longer attuned.














































































