













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 | Drem |
| Class | Rogue |
| Level / Exp | 20 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Velith the rotting mummy at level 20 on the 27th Wealth 122nd year of Ascendancy at 20:46 / 2Killed by Velith the rotting mummy at level 20 on the 27th Wealth 122nd year of Ascendancy at 20:55 |
Primary Stats
| Strength | 24 (base 12) |
| Dexterity | 55 (base 47) |
| Constitution | 18 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 41 (base 40) |
Resources
| Life | -138/498 |
| Stamina | 120/194 |
| Healing Factor | 1.2711363549268 |
| Regeneration | 9.2157385732185 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -993 |
| Infravision | 5 |
| See Stealth | 34.555455561842 |
| See Invisible | 34.555455561842 |
| Stealth | 31 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 51 |
| Crit Chance | 19% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 51 |
| Crit Chance | 19% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Physical | +45% |
| Arcane | +4% |
| All | 0% |
| Nature | +8% |
Offense: Damage Penetration
| Blight | +5% |
Defense: Base
| Armour (hardiness) | 8 (38.594633868923%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 13 |
| Mental Save | 35 |
Defense: Resistances
| Blight | + 24%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 21%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 23%( 70%) |
| Temporal | + 19%( 70%) |
| Physical | + 30%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Disarm Resistance | 49% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 463% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 154 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 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Stealth |
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 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: * You've found the needed xorn fragment. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Ce'Noma' (6 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +1 Dex +4 Con dps ---------- Dmg.mod +9% physical Melee Ret 2 arcane ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +3% Resists +8% lightning +7% temporal +9% fire +6% cold ---------- misc Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Neryba2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun ----- def ----- Resists +2% physical Mind.save +9 (+4 eff.) Die.at -60.00 life ---------- misc Max.stam +10.00 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. |
| On head | Aludig the rough leather cap (15 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Defense +15 (+5 eff.) Fatigue +1% Resists +3% nature Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 HP.reg +2.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 81.4 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | steady iron gauntlets of spellstriking (0 def, 1 armour) =4 mag=1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +5 (+3 eff.) Melee+ 5 arcane Dmg.mod +4% arcane Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +4% arcane +10% blight Phys.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +22% Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +2.0% Atk.spd 83% Melee+ +4 arcane On Hit: 10% Perfect Control 1 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. It was hardened by the digestive sack. |
| Tool | Strikereeve the iron torque of mindblast [power 100] (11/15 cooldown) =2 mag=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Mind.crit +1% Crit.mult +15.00% Dmg.mod +3% lightning Res.pen +5% blight Melee Ret 2 mind ----- def ----- Resists +3% lightning Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | copper ring 'Radhekalthovor'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +15.00% Mind.pwr +5 (+3 eff.) Acc +6 (+2 eff.) ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Hate/m.crit +1.00 Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 190 (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 | steel dagger 'Eilinuvea' (18-24 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +4 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +3% blight Disarm- +27% Sharp, short and deadly. |
| Around waist | rough leather belt 'Rainquake'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Acc +5 (+2 eff.) Apr +4 ----- def ----- Resists +2% physical +3% cold Max.HP +33.00 ---------- misc Light +2 A belt that goes around your waist. |
| In off hand | flaming steel dagger of massacre (19-25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 fire Sharp, short and deadly. |
| Cloak | Lorylathanik (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% Dmg.mod +12% physical Acc +5 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe of the mountain (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +16% physical ----- def ----- Resists +9% all +16% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
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... |
grounding steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets make your neck look great! |
warrior's steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Shadowbrand the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% cold Acc +4 (+2 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% darkness +12% cold Rings make your fingers look great! |
warrior's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% blight ----- def ----- Armour +6 Resists +11% blight Rings make your fingers look great! |
wizard's copper ring of power =3 mag=0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Spell.save +6 (+6 eff.) Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
wizard's steel ring of light (+26%) =2 mag=0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +13% light ----- def ----- Resists +26% light Spell.save +4 (+4 eff.) Rings make your fingers look great! |
iron longsword 'Aerassra' (12-18 power, 2 apr) =1 mag=3.0 T1 longsword 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Mag +1 Wil +3 Cun dps ---------- Phys.crit +5.0% Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +12 (+5 eff.) ---------- misc Infravis +1 Sharp, long, and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
truestriking iron dagger of crippling (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Master Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +5% physical Acc +5 (+2 eff.) Apr +6 Sharp, short and deadly. |
thought-forged steel dagger of erosion (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Psionic Power 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature +8 mind On Hit: * 10% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
Anoyahell (0 def, 4 armour) =5 mag=2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +4 Resists +5% arcane +7% all Heal.mod +5% Confus- +20% ---------- misc Mana/turn +0.13 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
dispeller's woollen robe of the mind (+7%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +7% lightning +7% light +8% darkness +7% cold +7% blight +7% fire +12% mind +9% all Phys.save +12 (+6 eff.) Spell.save +21 (+14 eff.) Mind.save +10 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +30.00 HP.reg +3.70 Heal.mod +11% A suit of armour made of leather. |
Gorydunaldir the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Mind.pwr +3 (+2 eff.) ----- def ----- Phys.save +6 (+3 eff.) Spell.save +12 (+9 eff.) Confus- +10% A belt that goes around your waist. |
blurring rough leather belt of magery =4 mag=1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +9 (+3 eff.) Stealth +6 A belt that goes around your waist. |
Emoth the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +1 Mag +2 Wil +1 Cun dps ---------- Dmg.mod +3% physical Res.pen +5% physical Melee Ret 6 physical ----- def ----- Defense +1 (+0 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gilehek (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +7 (+2 eff.) Resists +3% mind Phys.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getydin the cashmere cloak (2 def, 0 armour) =2 mag=2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Melee Ret 10 acid ----- def ----- Defense +2 (+0 eff.) Resists +5% arcane +9% temporal Crit.chn- 15.00% Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Scaldquick (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Str +5 Dex +3 Wil +3 Cun +8 Lck dps ---------- Dmg.mod +12% fire Res.pen +15% mind +5% fire ----- def ----- Armour +3 Stealth +8 ---------- misc See.Invis +9 A pair of boots made of leather. |
pair of iron boots 'Beluriarin' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Crit.mult +5.00% Dmg.mod +3% mind Acc +10 (+4 eff.) ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Max.enc +21 Max.hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emumira (0 def, 4 armour) =1 mag=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag dps ---------- Phys.crit +2.0% Phys.pwr +4 (+2 eff.) Spell.pwr +30 (+15 eff.) Dmg.mod +6% arcane Res.pen +5% physical Phasing +20% ----- def ----- Armour +4 Fatigue +3% ---------- misc Mana/s.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hathuyon the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning ---------- misc Psi/ret +0.04 A pointy cloth hat, very wizardly... |
shielding linen wizard hat of light (+15%) (1 def, 0 armour) =2 mag=2.0 T1 head armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+0 eff.) Resists +15% light Spell.save +5 (+5 eff.) A pointy cloth hat, very wizardly... |
Mayenn (1 def, 6 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +20% mind ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% mind A pointy cloth hat, very wizardly... |
rough leather cap of the depths (0 def, 1 armour) =water=2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
iron helm 'Eremiblek' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+7 eff.) Acc +5 (+2 eff.) Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +5% Resists +3% acid Phys.save +17 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
5 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 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 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. |
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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire 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. |
192 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. |
Elossra the Dazzlewish2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +3% light +3% fire Max.HP +40.00 ---------- 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. |
Emeluvea =2 mag=2.0 T1 lite [Rare] Master While equipped: Stats +2 Mag +2 Wil +3 Cun ----- def ----- Resists +3% blight ---------- 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. |
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.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+2 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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 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. |
powerful iron torque of clear mind [power 1] (11/25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lizard the Drem Rogue level 18
37th Profit 122nd year of Ascendancy at 15:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lizard the Drem Rogue level 10
1st Acquisition 122nd year of Ascendancy at 09:26 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Lizard the Drem Rogue level 20
13rd Wealth 122nd year of Ascendancy at 14:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lizard the Drem Rogue level 12
3rd Profit 122nd year of Ascendancy at 08:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Lizard the Drem Rogue level 14
10th Profit 122nd year of Ascendancy at 10:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lizard the Drem Rogue level 15
17th Profit 122nd year of Ascendancy at 13:53 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Lizard the Drem Rogue level 20
27th Wealth 122nd year of Ascendancy at 20:47 see stats
Log
Velith the rotting mummy's purging blight area effect hits Lizard for 34 physical, 24 blight (58 total damage).
Velith the rotting mummy casts Repulsion Blast.
Lizard is knocked back!
Velith the rotting mummy hits Lizard for 292 physical damage.
Talent Trained Reactions is ready to use.
Talent Tumble is ready to use.
Velith the rotting mummy stops spinning fate.
Velith the rotting mummy receives 153 healing from Velith the rotting mummy's purging blight area effect.
Lizard uses Tumble.
There is an exit to the worldmap here (press '' or right click to use).
You cannot go into the wilds with the following effects: Off-balance
You cannot go into the wilds with the following effects: Off-balance
You cannot go into the wilds with the following effects: Off-balance
You cannot go into the wilds with the following effects: Off-balance
You cannot go into the wilds with the following effects: Off-balance
You cannot go into the wilds with the following effects: Off-balance
You cannot go into the wilds with the following effects: Off-balance
Lizard activates Trained Reactions.
Lizard uses Shadow Dance.
You begin your Shadow Dance.
Lizard uses Frenzy.
Lizard uses Fan of Knives.
Velith the rotting mummy casts Temporal Bolt.
Lizard reacts to damage from Velith the rotting mummy, mitigating the blow!.
Velith the rotting mummy hits Lizard for (32 reacted , -5 stam), 81 physical, 84 temporal (165 total damage).
Lizard the level 20 drem rogue was grandfathered to death by Velith the rotting mummy on level 1 of Elven Ruins.
You end your Shadow Dance.
Stealth is still on cooldown for 3 turns.











































































































