











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 | Bulwark |
| Level / Exp | 20 / 33% |
| Size | big |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 19 on the 39th Dusk 122nd year of Ascendancy at 07:05 / 2Killed by Xosereth the rogue at level 20 on the 40th Dusk 122nd year of Ascendancy at 14:46 |
| Antimagic | Follower |
Primary Stats
| Strength | 51 (base 42) |
| Dexterity | 23 (base 20) |
| Constitution | 31 (base 20) |
| Magic | 14 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 28 (base 27) |
Resources
| Life | -808/825 |
| Stamina | 117/222 |
| Equilibrium | 0 |
| Healing Factor | 1.3958714593978 |
| Regeneration | 16.820251085744 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 25.549391208114 |
| See Invisible | 25.549391208114 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 56 |
| Crit Chance | 10% |
| APR | 20 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Acid | +11% |
| Light | +18% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 27.522593642275 (62.32946707186%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 25 |
| Physical Save | 40 |
| Spell Save | 21 |
| Mental Save | 16 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Nature | + 23%( 70%) |
| Blight | + 13%( 70%) |
| Cold | + 18%( 70%) |
| Fire | + 43%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Poison Resistance | 10% |
| Bleed Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -318 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 636 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 493% 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. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Zolastir' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Resists +6% fire +3% nature +6% cold Die.at -40.00 life ---------- misc Max.stam +30.00 A pair of boots made of leather. |
| Light source | Siluba the Starbiter2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Resists +6% acid Max.HP +43.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Salemira (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag +7 Wil +1 Cun +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Treebright' (5 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% light On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +2 Defense +5 (+3 eff.) Die.at -60.00 life HP.reg +2.00 Heal.mod +10% Cut- +20% ---------- misc Stam/turn +0.90 Max.stam +13.00 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 | evasive elm totem of healing [power 122] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Poluldawen0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +11% acid Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +23 (+9 eff.) Resists +22% acid +8% nature +7% blight Crit.chn- 5.00% Poison- +10% Disease- +12% Stun/Frz- +20% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 95% 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! |
| On fingers | titan's steel ring of life0.1 T2 ring jewelry [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) Max.HP +50.00 HP.reg +6.00 Heal.mod +13% Rings make your fingers look great! |
| Around neck | Cuthagomas0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +10 (+4 eff.) Apr +4 ----- def ----- Defense +10 (+5 eff.) Resists +10% fire +12% cold Amulets make your neck look great! |
| In main hand | Plagueradiance the steel longsword (17-24 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 lightning On Crit.r2 +8 lightning While equipped: Stats +2 Dex +2 Mag dps ---------- Phys.spd +10% Dmg.mod +6% nature Acc +6 (+2 eff.) ----- def ----- Resists +12% nature Sharp, long, and deadly. |
| Around waist | rough leather belt 'Manozor'1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +5% physical Acc +15 (+4 eff.) ----- def ----- Resists +6% acid +6% blight Crit.chn- 5.00% Die.at -20.00 life ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
| In off hand | icy stralite shield (0 def, 8 armour, 50-61 power, 142 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 50.5 - 60.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +142 While equipped: dps ---------- Melee+ 11 cold Melee Ret 2 ice ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Kindlepeal' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Apr +4 Melee Ret 6 fire ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +17% acid HP.reg +3.80 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
Inventory
healing infusion of the duelist (heal 88; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 88 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. |
wild infusion (res 16%; mental, magical; dur 3; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 20%; mental; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 20% 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. |
wild infusion of the sneak (res 23%; physical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 25%; physical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
cleansing copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex ----- def ----- Resists +11% nature +10% blight Poison- +20% Disease- +20% Amulets make your neck look great! |
cleansing copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Dex ----- def ----- Resists +12% nature +10% blight Poison- +23% Disease- +21% Amulets make your neck look great! |
copper amulet of willpower (+4)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil Amulets make your neck look great! |
copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
insulating copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% fire +10% cold Amulets make your neck look great! |
stabilizing copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +20% Amulets make your neck look great! |
Sunwind0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +20% light Melee Ret 2 arcane ----- def ----- Resists +9% light Max.HP +40.00 HP.reg +6.00 Heal.mod +10% ---------- misc Mana/s.crit +1.00 Rings make your fingers look great! |
copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.69 cold and 9.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
marksman's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Mind.save +5 (+4 eff.) Confus- +21% Rings make your fingers look great! |
sneakthief's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +16 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 95% 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! |
Isirita the Blindpride0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +9 Mag +9 Cun dps ---------- Res.pen +10% fire Acc +11 (+3 eff.) ----- def ----- Resists +19% acid +15% darkness +22% fire +21% cold +22% lightning Spell.save +18 (+9 eff.) Rings make your fingers look great! |
Delileg the iron longsword (10-14 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +6 fire While equipped: ----- def ----- Resists +9% light +9% lightning Crit.chn- 10.00% Phys.save +6 (+2 eff.) Heal.mod +5% Sharp, long, and deadly. |
balanced iron longsword of massacre (16-23 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +22% Sharp, long, and deadly. |
iron longsword 'Veluldalle' (18-26 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to slow global speed by 41% While equipped: ----- def ----- Resists +6% mind +3% fire Phys.save +3 (+1 eff.) Heal.mod +20% Knockbk- +10% Sharp, long, and deadly. |
Quenchrot (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 light +4 cold Against +5% Undead On Hit.r1 +11 fire While equipped: dps ---------- Res.pen +7% physical Acc +8 (+2 eff.) Apr +6 ----- def ----- Resists +9% fire Sharp, long, and deadly. |
Skyslice the iron waraxe (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +7 (+3 eff.) Dmg.mod +6% lightning +6% fire Melee Ret 2 blight ----- def ----- Spell.save +3 (+2 eff.) ---------- misc Mana/turn +0.32 One-handed war axes. |
steel waraxe 'Prismmistress' (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +8 light On Hit: * 12 arcane resource burn While equipped: Stats +5 Str +5 Dex +5 Mag +4 Wil +5 Cun +4 Con dps ---------- Res.pen +10% light +7% all Acc +8 (+2 eff.) Apr +7 ----- def ----- Resists +3% mind ---------- misc Light +2 One-handed war axes. |
Helljeer the yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 acid +15 fire On Hit.r1 +8 blight While equipped: dps ---------- Dmg.mod +18% acid +12% fire Res.pen +10% fire +11% all Acc +14 (+4 eff.) Apr +8 Melee Ret 6 blight 4 fire ----- def ----- Resists +3% fire Longbows are used to shoot arrows at your foes. |
Duskraven the iron shield (0 def, 2 armour, 10-12 power, 20 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 On Crit.r2 +8 darkness While equipped: Stats +1 Cun +4 Con dps ---------- Dmg.mod +3% darkness On shield block: * Cause enemies within radius 6 to bleed for 211 physical damage over 5 turns (1/turn) ----- def ----- Armour +2 Fatigue +8% ---------- misc See.Invis +6 Talents +1 Block Handheld deflection devices. |
Glimmergrit (0 def, 6 armour, 8-10 power, 63.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +64 While equipped: Stats +3 Con dps ---------- Res.pen +10% light Melee Ret 2 physical ----- def ----- Armour +6 Fatigue +8% Resists +17% acid ---------- misc Max.stam +10.00 Light +1 Talents +1 Block Handheld deflection devices. |
Zirab (0 def, 4 armour, 12-15 power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Block +40 While equipped: Stats +3 Str dps ---------- Melee+ 10 lightning Melee Ret 6 lightning ----- def ----- Armour +4 Fatigue +8% Resists +16% lightning +19% fire Spell.save +3 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
impenetrable iron mail armour of clarity (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +5% mind Mind.save +12 (+8 eff.) A suit of armour made of mail. |
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. |
Offalbraze the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +9% mind Res.pen +15% mind Acc +3 (+1 eff.) Apr +4 Melee Ret 4 mind 4 nature ----- def ----- Defense +1 (+1 eff.) Resists +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glareraptor the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 6 mind 4 light ----- def ----- Armour +3 Fatigue +2% Resists +18% lightning +6% temporal +3% blight +5% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galewolf the iron gauntlets (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +3% lightning +3% physical Res.pen +10% fire ----- def ----- Armour +7 Fatigue +1% Resists +3% fire 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. |
Eilinimira the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Con dps ---------- Phys.crit +3.0% ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +3% darkness Phys.save +17 (+6 eff.) Spell.save +5 (+3 eff.) Mind.save +3 (+3 eff.) Disarm- +43% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of strength (+3) (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) Melee+ 7 physical Dmg.mod +6% physical ----- def ----- Armour +9 Fatigue +3% 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. |
Galeparry (0 def, 1 armour) =water=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% temporal +6% cold +5% arcane +3% darkness ---------- misc Breathe water A cap made of leather. |
9 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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
3 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. |
7 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. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
279 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 172 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By kurik the Krog Bulwark level 16
22nd Dusk 122nd year of Ascendancy at 13:04 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By kurik the Krog Bulwark level 10
1st Summertide 122nd year of Ascendancy at 00:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By kurik the Krog Bulwark level 20
39th Dusk 122nd year of Ascendancy at 15:47 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By kurik the Krog Bulwark level 19
39th Dusk 122nd year of Ascendancy at 07:00 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By kurik the Krog Bulwark level 11
1st Flare 122nd year of Ascendancy at 11:36 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By kurik the Krog Bulwark level 16
11st Dusk 122nd year of Ascendancy at 10:50 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By kurik the Krog Bulwark level 19
39th Dusk 122nd year of Ascendancy at 07:05 see stats
Log
Thorn Grab from Silikira the cutpurse hits kurik for 5 nature damage.
Rimebark's ice area effect hits kurik for 28 cold damage.
Kurik triggers a trap (Glorulrana the rogue sapper's nightshade trap)!
Kurik is poisoned!
Glorulrana the rogue sapper's nightshade trap hits kurik for 144 nature damage.
Rimebark's ice area effect hits kurik for 28 cold damage.
Kurik's morale has been lowered.
Kurik wanders around!
Kurik seems more focused.
Kurik has recovered!
Thorn Grab from Silikira the cutpurse hits kurik for 5 nature damage.
Poison from Glorulrana the rogue sapper hits kurik for 14 nature damage.
Rimebark's ice area effect hits kurik for 28 cold damage.
Kurik is no longer attuned.
Talent Repulsion is ready to use.
Thorn Grab from Silikira the cutpurse hits kurik for 5 nature damage.
Poison from Glorulrana the rogue sapper hits kurik for 14 nature damage.
Xosereth the rogue's morale has been lowered.
Red ooze's morale has been lowered.
Kurik uses Block.
Kurik attunes to the damage.
Rimebark's ice area effect hits Xosereth the rogue for 29 cold damage.
Rimebark's ice area effect hits kurik for (28 blocked), 0 cold (0 total damage).
Xosereth the rogue uses Execution.
Xosereth the rogue performs a melee critical strike against kurik!
Xosereth the rogue hits kurik for (201 blocked), 631 physical (631 total damage).
Melee retaliation hits Xosereth the rogue for 2 cold, 6 fire (8 total damage).
kurik the level 20 krog bulwark was impaled to death by Xosereth the rogue on level 4 of The Maze.


























































































