












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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. Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Items Vault 1.7.6Donators/Buyers bonus! Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Rogue |
| Level / Exp | 19 / 46% |
| Size | big |
| Lifes / Deaths | Killed by Ivoth the sandworm destroyer at level 19 on the 61st Dusk 122nd year of Ascendancy at 22:33 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 19 (base 11) |
| Dexterity | 49 (base 35) |
| Constitution | 24 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 28 (base 24) |
| Cunning | 49 (base 36) |
Resources
| Life | -44/657 |
| Stamina | 106/219 |
| Equilibrium | 0 |
| Healing Factor | 1.2172674059367 |
| Regeneration | 2.7388516633575 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.9999999999999% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 37.316321645086 |
| See Invisible | 43.316321645086 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 50 |
| Crit Chance | 27% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 43 |
| Crit Chance | 25% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Cold | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 23 (38.594633868923%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 20 |
| Mental Save | 28 |
Defense: Resistances
| Physical | + 6%( 70%) |
| Lightning | + 6%( 70%) |
| Nature | + 32%( 70%) |
| Darkness | + 12%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | 0%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Bleed Resistance | 50% |
| Confusion Resistance | 10% |
| Stun Resistance | 20% |
| Disarm Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% 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: 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 21% 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: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Artifice | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
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 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 have explored the Maze and vanquished the Minotaur. * 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed honey tree root. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * '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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within6 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 | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 17 out of 9/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Hanasus (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Res.pen +10% acid ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
| On hands | Bethelrakira the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% mind Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning +12% darkness Phys.save +6 (+3 eff.) Spell.save +9 (+5 eff.) Mind.save +7 (+3 eff.) Disarm- +35% Unarmed combat: Power 21.5 - 30.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Saluyama [power 235] (4/13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Armour +6 Resists +3% blight Crit.chn- 15.00% Mind.save +3 (+1 eff.) Max.HP +100.00 Confus- +10% Blast the opponent's mind dealing 249 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Aerebrelaith'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +8 Con dps ---------- Phys.crit +4.0% Phys.pwr +16 (+6 eff.) Apr +1 ----- def ----- Resists +1% physical ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
| On fingers | Squalorroar the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Dex +1 Cun dps ---------- Phys.crit +3.0% Dmg.mod +12% nature Acc +8 (+3 eff.) ----- def ----- Armour +4 ---------- misc Max.stam +20.00 Light +1 Rings make your fingers look great! |
| Around neck | restful steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Heal.mod +10% Cut- +50% Heal: Puts all charms on 29 cooldown Level 3.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 224 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Sepsisbore the iron dagger (17-22 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +12 nature On Hit.r1 +4 nature On Crit.r2 +12 darkness +12 arcane While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% nature Sharp, short and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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 off hand | mossy mindstar 'Tideveil' (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +26.00% Mind.pwr +2 (+1 eff.) Res.pen +5% cold ----- def ----- Resists +5% arcane ---------- misc Equi/ret +0.04 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Gunelathalar the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Cun +2 Dex dps ---------- Crit.mult +15.00% ----- def ----- Defense +1 (+0 eff.) ---------- misc Hate/m.crit +1.00 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aruhek (6 def, 5 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +6 Dex +4 Cun +4 Con dps ---------- Crit.mult +15.00% Dmg.mod +3% mind ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 138; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 138 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. |
movement infusion of the duelist (speed 554%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 554% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
insulating copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
copper ring 'Lorekan'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Defense +15 (+5 eff.) Phys.save +6 (+3 eff.) Rings make your fingers look great! |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
yew starstaff of wizardry (20-24 power, 4 apr, darkness element) =2 mag=5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +3% Spell.pwr +11 (+11 eff.) Dmg.mod +20% darkness ---------- misc Max.mana +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel battleaxe of the mystic (20-29 power, 2 apr) =3 mag=3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 19.5 - 29.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +10 (+10 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +42% Massive two-handed battleaxes. |
steel mace 'Bokaldir' (22-31 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 temporal While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +12 (+4 eff.) Resists +6% blight +5% temporal +3% darkness +6% acid Disarm- +25% Blunt and deadly. |
Rainstar (16-20 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 15.5 - 20.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +20 cold While equipped: dps ---------- Melee Ret 2 lightning ----- def ----- Resists +3% nature +6% lightning Sharp, short and deadly. |
creative vined mindstar of clarity (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +13.00 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. |
creative vined mindstar of resolve (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +3 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hardened leather sling 'Elathra'4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +11 acid On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +14% acid Res.pen +10% physical Acc +7 (+2 eff.) ----- def ----- Armour +6 Phys.save +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
verdant linen robe of the mountain (+12%) (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% nature +12% physical ----- def ----- Resists +7% all +12% physical Poison- +20% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of fire (+15%) (0 def, 0 armour) =5 mag=2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +9% all +15% fire ---------- misc Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +6% blight +9% all Mind.save +18 (+9 eff.) Max.HP +50.00 HP.reg +1.90 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +31.00 HP.reg +3.30 Heal.mod +11% A suit of armour made of leather. |
rough leather belt 'Radiancewolf'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Resists +6% fire +7% cold Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 A belt that goes around your waist. |
Brightmoon the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +3% fire Melee Ret 4 fire ----- def ----- Defense +1 (+0 eff.) Resists +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xaravea the linen cloak (6 def, 4 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Max.HP +32.00 Heal.mod +20% Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Areladil (5 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str ----- def ----- Armour +1 Defense +5 (+1 eff.) Resists +9% nature Max.HP +20.00 HP.reg +6.00 Heal.mod +10% Stun/Frz- +10% A pair of boots made of leather. |
Rhurion the Oakviper (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +10% nature ----- def ----- Armour +4 Fatigue +2% Resists +5% arcane Knockbk- +10% Teleport- +20% ---------- misc Infravis +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 'Cyrenne' (0 def, 5 armour) =3 mag=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con +3 Mag ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +3% nature ----- def ----- Armour +1 Resists +5% nature Unarmed combat: Power 6.5 - 7.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 nature On Hit: 10% Venomous Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Woebreaker' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal +3% darkness +6% light Stun/Frz- +20% A pointy cloth hat, very wizardly... |
Haresta the Skysmasher (1 def, 0 armour) =3 mag=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex +3 Mag +3 Wil +1 Con dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+0 eff.) Resists +16% acid +6% lightning ---------- misc See.Invis +6 A pointy cloth hat, very wizardly... |
hardened leather cap 'Alichik' (0 def, 6 armour) =4 mag=2.0 T3 head armor [Rare] Master While equipped: Stats +4 Mag dps ---------- Spell.crit +3% Spell.pwr +10 (+10 eff.) S.pwr/crit +6 Dmg.mod +9% arcane ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
stabilizing iron helm of the depths (0 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold Phys.save +11 (+6 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
123 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Scalddeath the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Melee Ret 4 fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +3% temporal Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Radhokath the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature Melee Ret 4 mind ----- def ----- Resists +10% nature +6% mind Crit.chn- 15.00% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
innervating ash totem of summon tentacle [power 155] (4/21 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 310 Base Damage: 159 Armor: 4 All Resist: 6 Puts all charms on 21 cooldown 100% to reduce fatigue by 21% 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 GLOU GLOU the Krog Rogue level 14
20th Dusk 122nd year of Ascendancy at 03:43 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By GLOU GLOU the Krog Rogue level 10
7th Mirth 122nd year of Ascendancy at 01:22 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By GLOU GLOU the Krog Rogue level 19
59th Dusk 122nd year of Ascendancy at 23:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By GLOU GLOU the Krog Rogue level 10
2nd Summertide 122nd year of Ascendancy at 01:30 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By GLOU GLOU the Krog Rogue level 15
29th Dusk 122nd year of Ascendancy at 13:53 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Gunn the black jelly isn't moving as defensively anymore.
Ivoth the sandworm destroyer's Beyond the Flesh misses GLOU GLOU.
Talent Track is ready to use.
Talent Trap Priming is ready to use.
Talent Dig is ready to use.
Poison from Bloated ooze hits GLOU GLOU for 7 nature damage.
Ivominn the sandworm uses Mucus.
GLOU GLOU uses Rogue's Brew.
GLOU GLOU stops being poisoned.
GLOU GLOU is cured!
GLOU GLOU receives 175 healing.
Ivominn the sandworm throws two quick punches.
Ivominn the sandworm misses GLOU GLOU.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Ivominn the sandworm hits GLOU GLOU for 63 physical, 0 arcane (63 total damage).
The unstable sand tunnel collapses!
Vorassra the yellow jelly's Slime Spit hits GLOU GLOU for 54 lightning damage.
Ivoth the sandworm destroyer deactivates Charged Aura.
GLOU GLOU reacts to damage from Ivoth the sandworm destroyer, mitigating the blow!.
Bloated ooze misses GLOU GLOU.
Ivoth the sandworm destroyer hits GLOU GLOU for (34 reacted , -4 stam), 123 lightning (123 total damage).
GLOU GLOU is dazed!
Ivominn the sandworm feels pain again.
GLOU GLOU is not dazed anymore.
Ivoth the sandworm destroyer's Beyond the Flesh hits GLOU GLOU for 81 physical damage.
GLOU GLOU the level 19 krog rogue was stabbed to death by Ivoth the sandworm destroyer on level 1 of Sandworm lair.















































































































