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| 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 | Dwarf |
| Class | Marauder |
| Level / Exp | 20 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by Betherama the rogue at level 20 on the 21st Iron 123rd year of Ascendancy at 15:29 / 1 |
Primary Stats
| Strength | 39 (base 33) |
| Dexterity | 41 (base 38) |
| Constitution | 21 (base 17) |
| Magic | 8 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 31 (base 21) |
Resources
| Life | -163/649 |
| Stamina | 4/212 |
| Healing Factor | 1.314804467222 |
| Regeneration | 11.898980428359 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 49 |
| Crit Chance | 18% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 49 |
| Crit Chance | 10% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Blight | +8% |
| Physical | +11% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (38.594633868923%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 14 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
| Darkness | + 8%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 6%( 70%) |
| Lightning | + 3%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 52% |
| Confusion Resistance | 72% |
| Disarm Resistance | 42% |
| Instadeath Resistance | 100% |
| Silence Resistance | 44% |
Inscriptions (4/4)
| 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 25% 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: 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 physical 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 Constitution stat. |
| 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 598% 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. |
| 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 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
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 failed to protect the injured seer from death by Glorin the armoured skeleton warrior. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed orc heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * '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: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | undeterred pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Silence Resist +21% Confus Resist +20% Stun Resist +21% 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 'Plaguebane'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% lightning When Hit 2 cold On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +9% nature Life +41.00 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 | Ravenlady (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% physical defense ------ Defense +1 (+0 eff.) Resistance +11% physical +6% light +3% darkness other ------- EQ when Hit +0.08 Psi when Hit +0.04 A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves 'Shadowrip' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Critical power +5.00% Damage +6% mind Accuracy +20 (+6 eff.) defense ------ Armor +1 Resistance +6% mind +3% darkness Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +22% 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. |
| Tool | piercing elm wand of conjuration [power 100] (15/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 acid damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Chalarachak'0.1 Encumbrance T2 ring jewelry [Random Unique] Psionic While equipped: Stats +5 Cun +9 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Resistance +6% cold +3% temporal Mind save +12 (+6 eff.) Confus Resist +21% other ------- EQ when Hit +0.12 Rings make your fingers look great! |
| On fingers | Bregeromifast the Ravenvice0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+6 eff.) Mindpower +16 (+5 eff.) When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Silence Resist +24% other ------- Mana/turn +0.15 EQ when Hit +0.04 Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 17/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 225 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Skullcleaver (120% power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Around waist | rough leather belt 'Unlightvice'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Defense +15 (+5 eff.) Resistance +3% cold Life +37.00 Disarm Resist +20% other ------- Hate-on-crit +1.00 Max psi +10.00 A belt that goes around your waist. |
| In off hand | Blizzardquencher the iron dagger (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 98% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 darkness Damage Against +5% Living On-Hit, radius 1 +4 lightning +16 cold While equipped: offense ------ Ignore resists +5% cold defense ------ Resistance +3% lightning +6% cold +6% nature Sharp, short and deadly. |
| Cloak | linen cloak 'Breniromirak' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con defense ------ Defense +1 (+0 eff.) Resistance +9% acid +3% temporal +3% darkness 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. |
| Main armor | troll-hide cured leather armour of Eyal (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +62.00 Life Regen +6.80 Healmod +22% A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 131; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 131 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 496%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 496% 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 Willpower 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 |
wild infusion of the psychic (res 22%; magical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 22%; mental; dur 4; 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 cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 19%; mental; dur 3; 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 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 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 |
wild infusion of the wizard (res 16%; magical; dur 2; 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 cure yourself of one random magical effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 |
acid wave rune of the sneak (damage 140; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 140.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
shatter afflictions rune of the duelist (absorb 75; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 75 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 66; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 66 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 292; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 292 damage for 3 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. |
Nighthack0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Cun +4 Con offense ------ Move Speed +10% Damage +9% cold On-Hit (Melee): * 10% chance to reduce damage dealt by 21% defense ------ Fatigue -5% Resistance +3% darkness Life Regen +2.00 other ------- Stamina/turn +0.40 Masteries +0.13 Technique/Combat training Amulets make your neck look great! |
warrior's steel ring of nature (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% nature defense ------ Armor +6 Resistance +22% nature Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +10 (+8 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
iron dagger 'Bokekhad' (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +6 Wil +1 Cun +6 Con offense ------ Critical power +5.00% Mindpower +15 (+5 eff.) Ignore resists +15% acid defense ------ Resistance +3% acid Life +17.00 Sharp, short and deadly. |
Moon (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Str, 20% Dex Damage Darkness Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Aerygorn the thorny mindstar (96% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +3% Physical Power +10 (+3 eff.) Mindpower +6 (+2 eff.) Damage +6% nature defense ------ Resistance +4% blight +6% mind +6% acid Spell save +18 (+12 eff.) Disease Resist +13% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
swiftstrike ash longbow4.0 Encumbrance T2 longbow 2H weapon [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Projectile Speed +200% While equipped: Stats +3 Cun offense ------ Combat Speed +10% Longbows are used to shoot arrows at your foes. |
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. |
noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +18% Summoned defense ------ Resistance +6% blight Resist Against +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Eluwen the Lightningprophet (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Con offense ------ Damage +6% lightning Ignore resists +20% temporal When Hit 2 temporal defense ------ Defense +1 (+0 eff.) Resistance +3% lightning Spell save +6 (+6 eff.) Mind save +5 (+2 eff.) other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boltburst (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +5 Con offense ------ Ignore resists +15% lightning defense ------ Armor +1 Physical save +11 (+6 eff.) Mind save +10 (+5 eff.) other ------- Light +3 See Invisibility +9 A pair of boots made of leather. |
pair of rough leather boots 'Darkwild' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Damage +9% temporal When Hit 8 mind On-Hit (Melee): * 10% chance to reduce damage dealt by 21% defense ------ Armor +1 Resistance +3% temporal +3% mind +3% darkness Stealth +6 A pair of boots made of leather. |
traveler's pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -6% Physical save +5 (+3 eff.) other ------- Encumbrance +23 A pair of boots made of leather. |
Morbuswreck the pair of iron boots (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Cun +2 Wil offense ------ Damage +6% nature On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Armor +5 Fatigue +2% other ------- Infravision +1 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 'Shadowquencher' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +5 (+1 eff.) Accuracy +5 (+1 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Armor +3 Fatigue +2% Physical save +3 (+2 eff.) Unlife -80.00 life other ------- Stamina/turn +0.40 Max stamina +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Ignore Armor +4 defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 49.40 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
rough leather gloves 'Galeblast' (0 def, 11 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) On-Hit 6 physical Damage +3% lightning +7% physical defense ------ Armor +11 Resistance +12% lightning Physical save +3 (+2 eff.) 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. |
Heran the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag +7 Cun +2 Con offense ------ Damage +11% lightning defense ------ Defense +1 (+0 eff.) Resistance +16% lightning other ------- Light +1 A pointy cloth hat, very wizardly... |
Huruzor (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +8 Str +3 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +1 Fatigue +1% Crit Resistance 15.00% other ------- Infravision +3 A cap made of leather. |
Loraleyon the Striketyphoon (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Dex offense ------ Damage +15% lightning +6% fire defense ------ Armor +3 Fatigue +5% Resistance +7% cold other ------- Light +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Kihir the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str +3 Con offense ------ Ignore resists +10% physical Ignore Armor +1 defense ------ Resistance +4% physical Mind save +5 (+2 eff.) Unlife -40.00 life other ------- Light +3 See Stealth +6 See Invisibility +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. |
brass lantern 'Tundrawill'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +7 Mag +1 Con offense ------ When Hit 11 fire 6 cold defense ------ Resistance +6% fire 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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +42.00 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. |
bright alchemist's lamp1.0 Encumbrance T3 lite [Ego] Master While equipped: other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blindlace the iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% darkness When Hit 4 cold defense ------ Fatigue -5% Resistance +3% blight Spell save +3 (+3 eff.) Life +60.00 Confus Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 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 10 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. |
iron torque of gale force 'Magmakiss' [power 105] (15/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag +1 Cun +2 Con offense ------ Mind Crit +5% Damage +6% fire Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 116 physical damage Puts all charms on 15 turn cooldown 100% to heal for 37. Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Daimadrador the elm wand of clairvoyance [power 9] (15/15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: defense ------ Defense +5 (+2 eff.) Physical save +9 (+5 eff.) Unlife -20.00 life Life +60.00 Disarm Resist +10% Pinning Resist +20% Reveal the area around you, dispelling darkness (radius 9, power 31 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending elm wand of shielding [power 110] (15/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. 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 Usin the Dwarf Marauder level 11
29th Dearth 122nd year of Ascendancy at 10:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Usin the Dwarf Marauder level 10
21st Profit 122nd year of Ascendancy at 23:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Usin the Dwarf Marauder level 20
18th Shortage 122nd year of Ascendancy at 12:20 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Usin the Dwarf Marauder level 6
21st Voratun 122nd year of Ascendancy at 02:26 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Usin the Dwarf Marauder level 12
6th Loss 122nd year of Ascendancy at 15:23 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Usin the Dwarf Marauder level 10
22nd Profit 122nd year of Ascendancy at 16:24 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Usin the Dwarf Marauder level 10
16th Wealth 122nd year of Ascendancy at 07:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Usin the Dwarf Marauder level 17
3rd Shortage 122nd year of Ascendancy at 08:15 see stats
Log
Usin slows down.
Talent Heartseeker is ready to use.
Talent Dual Strike is ready to use.
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Usin has regained its confidence.
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Usin has finished recovering.
Talent Greater Weapon Focus is ready to use.
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Talent Tumble is ready to use.
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Usin's morale has been lowered.
Betherama the rogue lashes out with a spinning backhand.
Betherama the rogue deactivates Stealth.
Usin reacts to an attack from Betherama the rogue, mitigating the blow!.
Melee retaliation hits Betherama the rogue for (1 flat reduction), 0 cold, (1 flat reduction), 0 darkness (0 total damage).
Betherama the rogue hits Usin for (39 reacted , -3 stam), 146 physical, 6 cold (153 total damage).
Talent Vitality is ready to use.
Usin uses Greater Weapon Focus.
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Usin activates his piercing elm wand of conjuration!
Usin hits Betherama the rogue for (12 flat reduction), 77 acid (78 total damage).
Betherama the rogue throws two quick punches.
Betherama the rogue performs a melee critical strike against Usin!
Usin reacts to an attack from Betherama the rogue, mitigating the blow!.
Betherama the rogue breathes ice!
Usin resists the freeze!
Melee retaliation hits Betherama the rogue for (1 flat reduction), 0 cold, (1 flat reduction), 0 darkness, (1 flat reduction), 0 cold, (1 flat reduction), 0 darkness (0 total damage).
Betherama the rogue hits Usin for (35 reacted , -3 stam), 131 physical, 6 cold, 6 cold, (11 parried), 93 physical, 6 cold, 136 cold (380 total damage).
Usin the level 20 dwarf marauder was cooled to death by Betherama the rogue on level 1 of Unknown tunnels.































































































