











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Better Item Description 1.7.4This 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 OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 20 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by ultimate gwelgoroth at level 14 on the 73rd Haze 122nd year of Ascendancy at 10:17 0 / 7Killed by Layywe the dredge at level 15 on the 1st Decay 122nd year of Ascendancy at 02:02 Killed by deformed Sawtree at level 15 on the 7th Decay 122nd year of Ascendancy at 02:00 Killed by Betyvea the white ooze at level 15 on the 1st Allure 123rd year of Ascendancy at 04:15 Killed by Blood Master at level 18 on the 47th Regrowth 123rd year of Ascendancy at 23:57 Killed by Belytta the bandit at level 20 on the 75th Regrowth 123rd year of Ascendancy at 12:22 Killed by Horned Horror at level 20 on the 75th Regrowth 123rd year of Ascendancy at 13:34 |
Primary Stats
| Strength | 12 (base 13) |
| Dexterity | 45 (base 41) |
| Constitution | 13 (base 10) |
| Magic | 31 (base 16) |
| Willpower | 19 (base 10) |
| Cunning | 53 (base 42) |
Resources
| Life | -97/466 |
| Stamina | 84/180 |
| Healing Factor | 1.1283363011315 |
| Regeneration | 0.28208407528287 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 38.571311566212 |
| See Invisible | 53.571311566212 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 39 |
| Crit Chance | 27% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 39 |
| Crit Chance | 24% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12.5 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Arcane | +6% |
| Cold | +5% |
| All | 0% |
| Lightning | +17% |
| Light | +21% |
| Physical | +11% |
| Darkness | +5% |
| Fire | +19% |
| Nature | +12% |
Offense: Damage Penetration
| Darkness | +10% |
| Nature | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (38.594633868923%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 13 |
| Spell Save | 27 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 21%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 54%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 50%( 70%) |
| Light | + 68%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 16%( 70%) |
| Darkness | + 30%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Teleport Resistance | 30% |
| Pinning Resistance | 22% |
| Blind Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (3/4)
| 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 618% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
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 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of 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.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed bloated horror heart. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed orc heart. * You've found the needed bear paw. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 'Daybringer' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Armour +1 Resists +3% mind +6% fire +3% light +6% cold A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Vorulerin the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +16% light +3% nature Die.at -60.00 life A pointy cloth hat, very wizardly... |
| On hands | NOTE: magTurodogar the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +1 Dex +6 Mag dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +6% arcane ----- def ----- Armour +2 Crit.chn- 5.00% ---------- misc See.Invis +15 Unarmed combat: Power 124% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +14 arcane On Crit.r2 +11 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | piercing dwarven-steel torque of mindblast [power 230] (10/13 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Xanimiwyn the Arccrack0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun ----- def ----- Armour +4 Defense +11 (+4 eff.) Resists +12% lightning +6% temporal +3% light +9% cold Teleport- +10% Rings make your fingers look great! |
| On fingers | NOTE: magsteel ring 'Bregotonarihad' 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Mag +3 Wil +2 Con dps ---------- Dmg.mod +11% lightning Phasing +10% ----- def ----- Resists +22% lightning Phys.save +4 (+4 eff.) Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +24% Rings make your fingers look great! |
| Around neck | starlit copper amulet of mastery (0.10 Technique / Combat techniques)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +23% ---------- misc Masteries +0.10 Technique/Combat techniques Amulets make your neck look great! |
| In main hand | Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 52.72 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | Eluthra the Cracklerage1.0 T1 belt armor [Rare] Master While equipped: Stats +6 Wil +1 Mag dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% lightning ----- def ----- Resists +3% blight Crit.chn- 15.00% Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Bethogana the dwarven-steel dagger (111% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Disrupt Power 111% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +1 Cun dps ---------- Mind.crit +5% On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +10% acid +9% lightning +6% blight +10% fire +9% cold +4% all Spell.save +10 (+5 eff.) Sharp, short and deadly. |
| Cloak | Voroda the Scorpiontorrent (11 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Armour +6 Defense +11 (+4 eff.) Resists +3% acid +11% cold Mind.save +3 (+2 eff.) Max.HP +20.00 Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Satyrsaw (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% acid +11% physical +3% lightning +10% fire +6% nature +5% cold Res.pen +15% nature On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +12% acid +14% physical +12% fire +12% cold +6% nature +9% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
shielding rune of the sneak (absorb 329; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 329 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Chalisarak the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex +3 Con dps ---------- Crit.mult +10.00% Dmg.mod +11% darkness ----- def ----- Armour +6 Resists +22% darkness Rings make your fingers look great! |
NOTE: magGetusin the copper ring 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Mag +2 Con ----- def ----- Resists +3% mind Mind.save +6 (+3 eff.) Confus- +24% ---------- misc See.Invis +3 Rings make your fingers look great! |
Moldonslaught0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning +6% fire ----- def ----- Resists +20% lightning +6% temporal +6% nature Silence- +10% Teleport- +10% Rings make your fingers look great! |
marksman's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Blackrune'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +15% darkness ----- def ----- Resists +24% lightning +3% acid +9% mind +15% darkness Rings make your fingers look great! |
Runythel the Obsidianire (100% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 100% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 19 While equipped: dps ---------- Dmg.mod +6% darkness Acc +6 (+2 eff.) Melee Ret 2 lightning ----- def ----- Defense +6 (+2 eff.) Resists +6% darkness Disarm- +21% Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
thought-forged iron dagger of massacre (115% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master/Psionic Power 115% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 mind On Hit: * 11% chance to reduce all saves and defense by 19 While equipped: Stats +1 Cun +2 Wil Sharp, short and deadly. |
acidic steel dagger of massacre (116% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 116% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
balanced steel dagger of erosion (108% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 108% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +24% Sharp, short and deadly. |
Rotrock (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +2% Spell.pwr +16 (+4 eff.) Dmg.mod +7% all On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +3% nature +11% darkness +12% mind +9% all Phys.save +11 (+9 eff.) Spell.save +27 (+13 eff.) Mind.save +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
nightruned rough leather belt of transcendence1.0 T1 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% light +6% darkness Phys.save +7 (+7 eff.) A belt that goes around your waist. |
Stormpunish the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness Spell.save +6 (+3 eff.) Max.HP +40.00 Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
NOTE: maglinen cloak of the Shaloren (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +2 Wil ----- 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. |
NOTE: magGlintblow the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Mov.spd +25% Dmg.mod +9% light ----- def ----- Armour +1 ---------- misc Mana/turn +0.08 Max.mana +40.00 A pair of boots made of leather. |
rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Armour +1 Unarmed combat: Power 99% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
NOTE: magUrthidunarain (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil +6 Mag dps ---------- Melee+ 5 acid 5 fire 4 cold 6 lightning Dmg.mod +3% arcane Res.pen +10% mind Acc +6 (+2 eff.) ----- def ----- Armour +2 Phys.save +6 (+6 eff.) Mind.save +8 (+4 eff.) Disease- +20% Disarm- +20% Unarmed combat: Power 115% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 ice +9 acid +6 fire +8 arcane +4 lightning On Crit.r2 +7 arcane On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
NOTE: magUragas the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +4 Mag dps ---------- Dmg.mod +11% cold Res.pen +10% mind Melee Ret 2 mind ----- def ----- Defense +1 (+0 eff.) Resists +16% cold Crit.chn- 5.00% ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
4 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +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. |
10 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. |
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. |
2 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 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
320 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. |
Camysalach the Brandweeper2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind +3% fire Melee Ret 4 mind ----- def ----- Resists +9% mind +3% fire ---------- misc Light +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. |
NOTE: magFaledogar 1.0 T1 lite [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) S.pwr/crit +8 Dmg.mod +12% arcane ----- def ----- Spell.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +5 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. |
Hurarim the brass lantern2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +2 Resists +3% light +1% physical Heal.mod +15% Poison- +10% Silence- +20% ---------- misc Light +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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Voriyara [power 170] (10/13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Con ----- def ----- Armour +2 Resists +6% blight +9% cold Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of gale force [power 160] (10/13 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 178 physical damage Puts all charms on 13 cooldown 100% to heal for 40. Torques are made by powerful psionics to store psionic powers. |
Xada the elm totem of healing [power 110] (10/13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Dmg.mod +6% physical Res.pen +5% physical ---------- misc Stam/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 110] (10/13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Blackoracle' [power 176] (10/13 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +10% darkness Melee Ret 6 darkness 2 blight ----- def ----- Resists +3% blight Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 13 cooldown 100% to heal for 43. 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing ash wand of shielding [power 182] (10/17 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Silent the Halfling Rogue level 13
65th Haze 122nd year of Ascendancy at 03:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Silent the Halfling Rogue level 10
71st Dusk 122nd year of Ascendancy at 15:37 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Silent the Halfling Rogue level 20
73rd Regrowth 123rd year of Ascendancy at 02:59 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Silent the Halfling Rogue level 18
38th Regrowth 123rd year of Ascendancy at 15:50 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Silent the Halfling Rogue level 8
67th Dusk 122nd year of Ascendancy at 15:29 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Silent the Halfling Rogue level 18
48th Regrowth 123rd year of Ascendancy at 01:14 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Silent the Halfling Rogue level 12
44th Haze 122nd year of Ascendancy at 10:10 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Silent the Halfling Rogue level 18
46th Regrowth 123rd year of Ascendancy at 23:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Silent the Halfling Rogue level 17
7th Regrowth 123rd year of Ascendancy at 02:34 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Silent the Halfling Rogue level 20
75th Regrowth 123rd year of Ascendancy at 12:22 see stats
Log
Grappling hits Silent for 1 physical, 2 physical, 1 physical, 2 physical, 7 physical, 1 physical, 1 physical, 3 physical (18 total damage).
Horned Horror regains their energy.
Shadow Cut from Silent hits Horned Horror for (22 flat reduction), 1 darkness (1 total damage).
Deadly Poison from Silent hits Horned Horror for (22 flat reduction), 15 nature (15 total damage).
Grappling hits Silent for 2 physical, 0 physical (2 total damage).
Horned Horror throws two quick punches.
Horned Horror performs a melee critical strike against Silent!
Silent reacts to an attack from Horned Horror, mitigating the blow!.
Silent reacts to an attack from Horned Horror, mitigating the blow!.
Horned Horror hits Silent for (43 reacted , -5 stam), 89 physical, 10 lightning, (34 reacted , -5 stam), 71 physical, 10 lightning (179 total damage).
Silent is no longer evading attacks.
Grappled from Horned Horror hits Silent for 65 physical damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Silent uses Lunge.
Horned Horror is weakened by the darkness!
Horned Horror is disarmed!
Silent hits Horned Horror for (22 flat reduction), 101 physical, 0 arcane, (16 flat reduction), 0 light (101 total damage).
Silent receives 17 healing.
Grappling hits Silent for 13 physical damage.
Shadow Cut from Silent hits Horned Horror for (19 flat reduction), 0 darkness (0 total damage).
Deadly Poison from Silent hits Horned Horror for (22 flat reduction), 9 nature (9 total damage).
Grappling hits Silent for 1 physical damage.
Horned Horror lashes out with a spinning backhand.
Silent reacts to an attack from Horned Horror, mitigating the blow!.
Silent is free from the grapple.
Horned Horror has released the hold.
Horned Horror hits Silent for (18 parried), (40 reacted , -5 stam), 86 physical (86 total damage).
Silent the level 20 halfling rogue was maimed to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.

































































































