











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 20 / 72% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 17 (base 13) |
| Dexterity | 26 (base 13) |
| Constitution | 32 (base 13) |
| Magic | 60 (base 48) |
| Willpower | 22 (base 10) |
| Cunning | 42 (base 32) |
Resources
| Life | 621/621 |
| Insanity | 19/100 |
| Stamina | 187/187 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 3.8104365526159 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 7 |
| See Stealth | 44.921546859523 |
| See Invisible | 44.921546859523 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 54 |
| Crit Chance | 23% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +3% |
| Darkness | +40% |
| Light | +10% |
| Cold | +3% |
| Blight | +12% |
| Physical | +6% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +10% |
| Physical | +10% |
| Cold | +10% |
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 18 (44.574340358689%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 24 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Blight | + 8%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 14%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 16%( 70%) |
| Temporal | + 11%( 70%) |
| Physical | + 23%( 70%) |
| Mind | + 14%( 70%) |
| Darkness | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Teleport Resistance | 10% |
| Silence Resistance | 44% |
| Instadeath Resistance | 100% |
| Blind Resistance | 82% |
Inscriptions (4/4)
| 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 mental effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 97 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 641% 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved talent Disarm (+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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * '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.' * You've found the needed bloated horror heart. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * You've found the needed orc heart. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed storm wyrm claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 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 xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 | Baloregolar the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: defense ------ Armor +3 Fatigue +2% Resistance +3% acid +2% physical +5% arcane Life +40.00 Silence Resist +44% Confus Resist +24% Stun Resist +20% Teleport Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Rimewing'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun +2 Con offense ------ Damage +3% cold Ignore resists +5% acid When Hit 8 cold defense ------ Resistance +3% cold Life +42.00 other ------- 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 | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +60% Confus Resist +60% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Quenchbloom0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +10% cold On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Resistance +6% cold +6% temporal Physical save +3 (+1 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
| On fingers | Sootvortex0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Damage +10% darkness +3% mind defense ------ Resistance +20% darkness +9% mind Life Regen +1.00 Blind Resist +22% Stun Resist +26% other ------- Infravision +4 See Stealth +10 See Invisibility +10 Rings make your fingers look great! |
| Around waist | Borayon1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +5 Con +6 Lck offense ------ Physical Power +10 (+5 eff.) Ignore resists +5% physical defense ------ Defense +5 (+2 eff.) Resistance +3% blight Stealth +6 Unlife -40.00 life other ------- Disarm Traps +6 Infravision +3 A belt that goes around your waist. |
| In main hand | Pyretrail the ash magestaff (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +11% Physical Power +7 (+4 eff.) Spellpower +12 (+4 eff.) Damage +18% darkness +6% fire Ignore resists +10% fire Accuracy +7 (+2 eff.) defense ------ Defense +5 (+2 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 2.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 109.59 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Gleamdare (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +1 Str +3 Dex offense ------ Ignore resists +10% light +5% physical Accuracy +21 (+6 eff.) defense ------ Armor +1 Fatigue +1% Resistance +2% physical Unlife -80.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 17 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 58.51 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
| Cloak | Glorybretira (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Con offense ------ Physical Crit +3.0% Critical power +5.00% Physical Power +1 (+1 eff.) Damage +6% physical Ignore Armor +2 defense ------ Defense +1 (+0 eff.) Fatigue -3% Physical save +3 (+1 eff.) Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
Inventory
healing infusion of the sneak (heal 126; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 572%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 572% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 318; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 318 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
insulating copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% fire +11% cold Healmod +12% Cut Resist +40% Heal: Puts all charms on 29 turn cooldown Effective talent level: 1.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
warrior's copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +7% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Hazewire0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Physical Power +15 (+8 eff.) Damage +14% cold defense ------ Resistance +3% acid +25% cold Rings make your fingers look great! |
copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
mule's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+3 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) defense ------ Fatigue -5% other ------- Encumbrance +21 Rings make your fingers look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
psionicist's steel ring of lightning (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +12% lightning defense ------ Resistance +24% lightning Mind save +8 (+4 eff.) Rings make your fingers look great! |
steel ring 'Stokespitter'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex +4 Wil offense ------ Damage +6% acid +9% fire Accuracy +10 (+3 eff.) defense ------ Mind save +6 (+3 eff.) other ------- EQ when Hit +0.24 Rings make your fingers look great! |
steel longsword of evisceration (112% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Master Weapon Damage 112% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Critical: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +6 (+3 eff.) Sharp, long, and deadly. |
Arthosaldir the Lightningvortex (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +1 Dex +6 Con offense ------ Ignore resists +5% lightning Accuracy +6 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +21% other ------- See Invisibility +18 Sharp, short and deadly. |
Nerykira (103% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 103% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 blight On-Hit, radius 1 +8 mind On-crit, radius 2 +4 acid +12 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 24 While equipped: offense ------ Damage +6% acid Ignore resists +5% acid When Hit 4 blight defense ------ Resistance +12% acid Sharp, short and deadly. |
mighty rough leather sling of enduring4.0 Encumbrance T1 sling 1H weapon [Ego+] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: Stats +1 Str +6 Wil +6 Con offense ------ Physical Power +6 (+3 eff.) defense ------ Life +11.00 Slings are used to hurl stones or metal shots at your foes. |
Glintwilder (11 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Crit +1.0% Critical power +10.00% defense ------ Armor +4 Defense +11 (+4 eff.) Fatigue +7% Resistance +6% light +6% physical Physical save +14 (+7 eff.) other ------- Infravision +3 A suit of armour made of leather. |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Beluravena1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +7 Con defense ------ Defense +5 (+2 eff.) Fatigue -5% Resistance +3% physical other ------- Encumbrance +20 Stamina/turn +3.00 A belt that goes around your waist. |
Kilnvault the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +3 (+2 eff.) Damage +9% fire When Hit 4 fire defense ------ Crit Resistance 5.00% Spell save +5 (+3 eff.) other ------- Psi when Hit +0.04 Light +3 Size +1 A belt that goes around your waist. |
rough leather belt 'Ragenarimnir'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Cun +2 Con offense ------ Mind Crit +5% Mindpower +4 (+2 eff.) Ignore resists +10% mind defense ------ Mind save +10 (+5 eff.) other ------- Psi when Hit +0.04 Hate-on-crit +2.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cinderfeet (3 def, 5 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 50 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
rough leather gloves 'Blazeobeisance' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +3 Con offense ------ Physical Power +10 (+5 eff.) On-Hit 5 darkness Damage +4% darkness Ignore Armor +1 defense ------ Armor +1 Resistance +6% darkness +6% lightning 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. |
warlord's rough leather cap of the depths (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Nature While equipped: Stats +3 Str +3 Wil offense ------ Physical Power +7 (+4 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% cold +6% physical Physical save +6 (+3 eff.) other ------- Breathe water A cap made of leather. |
Flashkarma (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Physical Crit +1.0% Physical Power +15 (+8 eff.) Damage +12% fire When Hit 4 physical defense ------ Armor +3 Fatigue +5% Unlife -20.00 life other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Obsidianstalker the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Dex +3 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Armor +3 Fatigue +5% other ------- Max stamina +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Malirath the Hellbone2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% cold Ignore resists +5% fire defense ------ Resistance +9% acid +5% arcane +3% darkness +9% blight Life +44.00 other ------- 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(72 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- 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. |
Lightningstinger the iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +12% lightning When Hit 2 mind defense ------ Resistance +3% lightning other ------- Hate-on-crit +2.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 Encumbrance 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. |
powerful elm wand of lightning storm [power 110] (13 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Venari the Drem Writhing One level 10
25th Dearth 122nd year of Ascendancy at 23:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Venari the Drem Writhing One level 10
26th Voratun 122nd year of Ascendancy at 11:51 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Venari the Drem Writhing One level 20
20th Shortage 122nd year of Ascendancy at 11:19 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Venari the Drem Writhing One level 20
10th Iron 123rd year of Ascendancy at 05:13 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Venari the Drem Writhing One level 15
1st Loss 122nd year of Ascendancy at 13:58 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Venari the Drem Writhing One level 19
20th Shortage 122nd year of Ascendancy at 07:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Venari the Drem Writhing One level 6
20th Voratun 122nd year of Ascendancy at 22:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Venari the Drem Writhing One level 10
28th Voratun 122nd year of Ascendancy at 14:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Venari the Drem Writhing One level 16
25th Loss 122nd year of Ascendancy at 12:31 see stats
Log
Xanuriana the grannor'vin HEALS from mind damage!
Black Blood Bleeding from Venari hits Xanuriana the grannor'vin for (12 turned into osmosis), 12 darkness (12 total damage).
Xanuriana the grannor'vin receives 112 healing.
Agony from Bloated horror hits Xanuriana the grannor'vin for (38 turned into osmosis), 60 mind, 4 healing (60 total damage) [5 healing].
Bleeding from Decaying devourer hits Xanuriana the grannor'vin for (1 turned into osmosis), 1 physical (2 total damage).
Deep Wound from Decaying devourer hits Xanuriana the grannor'vin for (0 turned into osmosis), 0 physical (1 total damage).
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Venari deactivates Constrict.
Deep Wound from Decaying devourer killed Xanuriana the grannor'vin!
Venari picks up (l.): steel ring 'Stokespitter'.
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You pickup 0.60 gold pieces.
You pickup 0.70 gold pieces.
Your summoned decaying devourer disappears.
Your summoned decaying devourer disappears.
Your summoned decaying devourer disappears.
Your summoned decaying devourer disappears.
Talent Lash Out is ready to use.
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Talent Disarm is ready to use.
Talent Shed Skin is ready to use.
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Resting starts...
Talent Constrict is ready to use.
Talent Decayed Devourers is ready to use.
Talent Decayed Bloated Horror is ready to use.
Talent Overgrowth is ready to use.
Talent Frenzy is ready to use.
Talent Infusion: Healing is ready to use.
Rested for 64 turns (stop reason: all resources and life at maximum).

















































































