










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 | Krog |
| Class | Berserker |
| Level / Exp | 17 / 97% |
| Size | big |
| Lifes / Deaths | Killed by bear trap at level 17 on the 62nd Haze 122nd year of Ascendancy at 00:12 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 51 (base 44) |
| Dexterity | 16 (base 11) |
| Constitution | 38 (base 35) |
| Magic | 8 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -60/783 |
| Stamina | 14/168 |
| Equilibrium | 0 |
| Healing Factor | 1.2102122670883 |
| Regeneration | 9.2793594094187 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 44 |
| Crit Chance | 3% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 33.317011280365 (72.903125182002%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 10 |
| Physical Save | 40 |
| Spell Save | 21 |
| Mental Save | 22 |
Defense: Resistances
| Acid | 0%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 14%( 70%) |
| All | 0%( 70%) |
| Lightning | + 3%( 70%) |
| Light | + 15%( 70%) |
| Mind | + 3%( 70%) |
| Darkness | + 8%( 70%) |
| Fire | + 2%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Stun Resistance | 41% |
| Disarm Resistance | 82% |
| Poison Resistance | 22% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
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 lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+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 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 precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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.' * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bloated horror heart. * '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.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Flashrebel the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +1 Resistance +12% light +3% mind Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +5 (+3 eff.) other ------- Light +2 A pair of boots made of leather. |
| Light source | Gloombreaker2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% light +12% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 11% defense ------ Life +46.00 other ------- 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. |
| On head | Xanyriawen the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +3% lightning Physical save +10 (+3 eff.) Life +20.00 Life Regen +4.00 Blind Resist +20% Disarm Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | overpowered steel torque of psionic shield [power 81] (17/32 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 32 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | savior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +8 (+4 eff.) Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | steel greatmaul 'Ulfekalthohir' (145% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Master Weapon Damage 145% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Ignore resists +5% mind Accuracy +16 (+6 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +18 (+9 eff.) Resistance +3% light +3% cold Disarm Resist +62% Massive two-handed mauls. |
| On hands | brawler's dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +2 Str +6 Dex +2 Cun offense ------ Accuracy +12 (+4 eff.) defense ------ Armor +2 Fatigue +3% Physical save +7 (+2 eff.) other ------- Cooldown Double Strike -1 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 | impenetrable iron mail armour of resilience (2 def, 9 armour)14.0 Encumbrance T1 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +9 Defense +2 (+1 eff.) Fatigue +12% Life +23.00 A suit of armour made of mail. |
| Cloak | Unlightschism the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 11% defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +3% fire +9% darkness +11% cold Life +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | cleansing copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Wil defense ------ Resistance +11% nature +10% blight Poison Resist +22% Disease Resist +22% Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 635%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 635% for 1 game turn. 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 Constitution 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 warrior (speed 675%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 675% 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 Strength 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 |
regeneration infusion of the sneak (heal 197; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 197 life over 5 turns. 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. |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
ash magestaff (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of power (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +12 (+6 eff.) Damage +15% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
thought-forged steel battleaxe of erosion (119% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Nature/Psionic Weapon Damage 119% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 nature +10 mind On Hit: * 14% chance to reduce all saves and defense by 13 While equipped: Stats +3 Cun +2 Wil Massive two-handed battleaxes. |
dwarven-steel battleaxe of persecution (138% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Disrupt Weapon Damage 138% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Damage Against +14% Unnatural While equipped: Stats +2 Wil Massive two-handed battleaxes. |
Sootwither the iron greatmaul (113% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Master Weapon Damage 113% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +12 lightning On-Hit, radius 1 +4 lightning +4 darkness On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +9 (+3 eff.) Damage +3% light +9% darkness Ignore resists +5% light Massive two-handed mauls. |
thought-forged steel greatsword (129% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Psionic Weapon Damage 129% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +12 mind On Hit: * 17% chance to reduce all saves and defense by 13 While equipped: Stats +5 Cun +3 Wil Massive two-handed swords. |
iron mace 'Silyyama' (105% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Nature Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +6 Con +6 Wil offense ------ Mind Crit +4% defense ------ Armor +2 Resistance +5% arcane +1% physical Crit Resistance 5.00% Life +13.00 Teleport Resist +10% Blunt and deadly. |
dwarven-steel mace 'Rootobsidian' (134% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Master Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +5.0% Physical Power +10 (+3 eff.) Ignore resists +25% nature When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 38% defense ------ Resistance +18% lightning Blunt and deadly. |
elemental steel waraxe of massacre (123% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: offense ------ Damage +6% acid Ignore resists +8% acid One-handed war axes. |
balanced iron dagger of erosion (97% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Nature/Master Weapon Damage 97% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +5 (+3 eff.) Disarm Resist +21% Sharp, short and deadly. |
iron dagger 'Dazzlebloom' (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 +5 Wil offense ------ Damage +6% light Accuracy +7 (+3 eff.) defense ------ Defense +6 (+3 eff.) Crit Resistance 15.00% Disarm Resist +21% other ------- See Invisibility +9 Sharp, short and deadly. |
hateful steel dagger of massacre (118% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 darkness Damage Against +7% Living Sharp, short and deadly. |
steady ash longbow of cold4.0 Encumbrance T2 longbow 2H weapon [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +8 cold While equipped: offense ------ Physical Crit +3.0% Damage +17% cold Accuracy +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
dwarven-steel shield (0 def, 6 armour, 75 block)7.0 Encumbrance T3 shield armor [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life Regen +2.00 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% cold A suit of armour made of mail. |
enlightening dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +21% acid Mind save +13 (+7 eff.) A suit of armour made of mail. |
steel plate armour of acid resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego] Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +15% acid A suit of armour made of metal plates. |
Dazzlereaper the dwarven-steel plate armour (0 def, 21 armour)17.0 Encumbrance T3 massive armor [Rare] Master While equipped: defense ------ Armor +21 Fatigue +22% Resistance +18% lightning +9% acid Spell save +6 (+3 eff.) Life +40.00 other ------- Light +2 A suit of armour made of metal plates. |
Hanista the Nimbusvengeance1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +2 Wil offense ------ Mind Crit +1% Mindpower +10 (+5 eff.) Damage +3% lightning When Hit 8 mind defense ------ Resistance +6% acid +3% lightning +5% blight A belt that goes around your waist. |
rough leather belt 'Lisekira'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Str +3 Mag +3 Cun +3 Con offense ------ Mindpower +3 (+2 eff.) Damage +6% mind defense ------ Physical save +6 (+2 eff.) A belt that goes around your waist. |
grounding hardened leather belt of life1.0 Encumbrance T3 belt armor [Ego] Nature While equipped: defense ------ Resistance +5% lightning +7% temporal Life Regen +1.40 Healmod +13% A belt that goes around your waist. |
linen cloak 'Galaromigen' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Critical power +10.00% Mindpower +20 (+10 eff.) defense ------ Defense +1 (+1 eff.) Mind save +6 (+3 eff.) other ------- Psi when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Frozenmalice' (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Critical power +10.00% Accuracy +35 (+12 eff.) defense ------ Defense +10 (+5 eff.) Fatigue -5% Resistance +3% cold +1% physical Physical save +6 (+2 eff.) Life +87.00 other ------- Max stamina +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Growthbolt (0 def, 6 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +3% nature +6% acid Ignore resists +10% nature When Hit 4 fire defense ------ Armor +6 Resistance +12% acid +3% fire +9% nature other ------- Infravision +2 A pair of boots made of leather. |
Ivuletira the Hailsquall (15 def, 5 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Con offense ------ Damage +3% physical Ignore Armor +1 When Hit 2 cold defense ------ Armor +5 Defense +15 (+8 eff.) Resistance +8% fire +6% light +8% cold A pair of boots made of leather. |
Shinetitan the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con offense ------ Damage +6% fire Ignore resists +5% mind +5% light defense ------ Armor +3 Fatigue +2% Resistance +9% mind Physical save +11 (+3 eff.) Mind save +10 (+5 eff.) other ------- Light +2 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 'Guledig' (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Wil +1 Mag offense ------ Damage +6% blight defense ------ Armor +5 Fatigue +2% Resistance +3% blight Crit Resistance 10.00% other ------- Infravision +1 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
linen wizard hat 'Netir' (11 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Str defense ------ Armor +2 Defense +11 (+6 eff.) Resistance +3% acid +3% temporal Mind save +6 (+3 eff.) Unlife -80.00 life A pointy cloth hat, very wizardly... |
Galyldil the Kindlerip (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con offense ------ Damage +6% light defense ------ Armor +1 Fatigue +1% Resistance +6% acid other ------- Light +3 A cap made of leather. |
warlord's iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Nature While equipped: Stats +3 Str +4 Wil offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +5% physical Physical save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 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. |
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.(65 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Kidig'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun defense ------ Armor +2 Resistance +1% physical Spell save +3 (+1 eff.) Life +41.00 Knockbk Resist +20% 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. |
brass lantern 'Silyriatira'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str +4 Wil offense ------ Critical power +10.00% Physical Power +5 (+1 eff.) Damage +6% mind Accuracy +5 (+2 eff.) defense ------ Resistance +3% physical 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. |
Relgeladir1.0 Encumbrance T3 lite [Rare] Disrupt While equipped: defense ------ Resistance +6% cold +12% light +3% all Spell save +8 (+4 eff.) Life Regen +2.00 Blind Resist +10% Disarm Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Layotta the Splendourwend (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str defense ------ Defense +30 (+15 eff.) Fatigue -4% Crit Resistance 5.00% Spell save +9 (+4 eff.) other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 5 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 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 (1/1)2.0 Encumbrance 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. |
elm totem of healing 'Murklord' [power 116] (17/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Resistance +9% mind +3% blight Spell save +6 (+3 eff.) Cut Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Emyra' [power 122] (17/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +2% On-Hit (Melee): * 20% chance to reduce armor by 9% Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Salawyn the Krog Berserker level 12
8th Haze 122nd year of Ascendancy at 12:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Salawyn the Krog Berserker level 10
9th Mirth 122nd year of Ascendancy at 15:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Salawyn the Krog Berserker level 7
2nd Mirth 122nd year of Ascendancy at 01:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Salawyn the Krog Berserker level 16
42nd Haze 122nd year of Ascendancy at 06:34 see stats
Log
Arasessra the sandworm destroyer has shrugged off 42 damage and is ready for more.
Arasessra the sandworm destroyer activates a prepared device.
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Salawyn uses Infusion: Wild.
Salawyn is no longer overwhelmed.
Salawyn is cured!
Salawyn performs a melee critical strike against Arasessra the sandworm destroyer!
You collect a new ingredient: sandworm tooth (1).
Salawyn hits Arasessra the sandworm destroyer for (42 rampage shugs off), 92 physical (93 total damage).
Salawyn killed Arasessra the sandworm destroyer!
The unstable sand tunnel collapses!
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Salawyn uses Infusion: Movement.
Salawyn is moving at extreme speed!
Salawyn picks up (B.): topaz.
Salawyn picks up (c.): regeneration infusion of the sneak (heal 197; 13 cd).
Salawyn picks up (g.): dwarven-steel battleaxe of persecution (138% power, 2 apr).
Salawyn picks up (g.): thought-forged steel battleaxe of erosion (119% power, 2 apr).
Salawyn picks up (r.): enlightening dwarven-steel mail armour of acid resistance (3 def, 8 armour).
Salawyn picks up (x.): cashmere cloak 'Frozenmalice' (10 def, 0 armour).
Salawyn picks up (q.): rejuvenating cured leather armour (6 def, 4 armour).
Salawyn picks up (n.): balanced iron dagger of erosion (97% power, 5 apr).
Salawyn picks up (p.): hateful steel dagger of massacre (118% power, 6 apr).
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Salawyn triggers a trap (Arasessra the sandworm destroyer's bear trap)!
A bear trap snaps onto Salawyn!
Salawyn starts to bleed.
Salawyn picks up (w.): Dazzlereaper the dwarven-steel plate armour (0 def, 21 armour).
You pickup 0.80 gold pieces.
Salawyn's rage subsides!

























































































