











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! 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 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:
Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 18 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by bandit at level 18 on the 62nd Dusk 122nd year of Ascendancy at 05:20 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 51 (base 46) |
| Dexterity | 12 (base 12) |
| Constitution | 14 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 39 (base 36) |
| Cunning | 20 (base 10) |
Resources
| Life | 1/503 |
| Stamina | 117/234 |
| Equilibrium | 24 |
| Healing Factor | 1.1372895330003 |
| Regeneration | 0.28432238325009 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 50 |
| Crit Chance | 6% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Physical | +5% |
| Mind | +10% |
| All | 0% |
| Darkness | +12% |
| Light | +10% |
| Lightning | +14% |
| Fire | +5% |
| Nature | +13% |
Offense: Damage Penetration
| Light | +10% |
| Acid | +10% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 46 (30%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 22 |
| Physical Save | 30 |
| Spell Save | 25 |
| Mental Save | 21 |
Defense: Resistances
| Blight | + 13%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 27%( 70%) |
| All | 0%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 40%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Bleed Resistance | 10% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 32% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 200 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 23% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.46 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 2 of Old Forest) | failed |
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 have explored the Sandworm Lair and vanquished their Queen. * 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 precision. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one 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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' 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 red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Cobraspike (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Wil offense ------ Damage +6% acid +9% nature On-Hit (Melee): * 10% chance to reduce armor by 10% defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) Mind save +3 (+2 eff.) other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm 'Sootoblivion' (0 def, 7 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +12% darkness Ignore resists +5% fire Accuracy +15 (+5 eff.) defense ------ Armor +7 Fatigue +5% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Loryhell' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature While equipped: offense ------ On-Hit 7 lightning 6 fire 5 nature Damage +4% lightning +5% fire +4% nature Ignore Armor +2 On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Armor +2 Resistance +5% lightning +6% fire +6% nature Unlife -80.00 life 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 | The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
| On fingers | savage's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +11 (+6 eff.) other ------- Max stamina +11.00 Rings make your fingers look great! |
| Around neck | starlit gold amulet of mastery (0.16 Technique / Shield offense)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% light +11% darkness Blind Resist +32% other ------- Masteries +0.16 Technique/Shield offense Amulets make your neck look great! |
| In main hand | dwarven-steel longsword of rage (23-32 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Str offense ------ Damage +5% physical Accuracy +6 (+2 eff.) Sharp, long, and deadly. |
| Around waist | Chillvortex1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +4 Resistance +3% darkness +12% cold Physical save +5 (+2 eff.) Cut Resist +10% Teleport Resist +10% A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Destala's Scales (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+3 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 2.4 Power cost 20 out of 12/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 44% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | Sunnight (20 def, 16 armour)9.0 Encumbrance T5 light armor [Random Unique] Nature/Disrupt/Master While equipped: offense ------ On-Hit 8 fire On-Ranged-Hit 8 fire Ignore resists +10% light defense ------ Armor +16 Defense +20 (+10 eff.) Fatigue +8% Resistance +26% lightning +25% physical +12% darkness +13% blight +14% fire +15% nature Resist Against +12% Unnatural A suit of armour made of leather. |
Inventory
wild infusion (res 17%; physical; dur 4; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 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 17% for 4 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. Press to compare to your current inscriptions |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
grounding steel amulet of constitution (+4) =Con=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Resistance +12% lightning Stun Resist +21% Amulets make your neck look great! |
steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +10% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 201 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Wheel of Fate0.1 Encumbrance 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? |
psionicist's steel ring of lightning (+24%) =Shock=0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +12% lightning defense ------ Resistance +24% lightning Mind save +8 (+4 eff.) Rings make your fingers look great! |
wizard's steel ring of the mind (+12%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Damage +12% mind defense ------ Resistance +12% mind Spell save +8 (+4 eff.) Rings make your fingers look great! |
Penitence (15-18 power, 4 apr, nature element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+6 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+8 eff.) other ------- Talents +1 Command Staff This staff offers 30% resistance, 20% affinity to nature damage. (included above) Cure up to 2 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
ash magestaff of warding (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% arcane defense ------ Armor +5 Defense +5 (+3 eff.) other ------- Wards +2 arcane Talents +2 Ward +1 Command Staff This staff offers 15% bonus, 2 wards to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of fate (20-24 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +9 (+4 eff.) Damage +20% arcane defense ------ Physical save +7 (+3 eff.) Spell save +9 (+5 eff.) Mind save +5 (+3 eff.) other ------- Mana/turn +0.10 Max mana +30.00 Talents +1 Command Staff This staff offers 20% bonus to arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul of amnesia (28-42 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Psionic Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed mauls. |
dwarven-steel greatmaul of shearing (40-60 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Master Weapon Damage 40.0 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Ignore resists +12% all Accuracy +17 (+6 eff.) Ignore Armor +9 Massive two-handed mauls. |
balanced steel greatsword of massacre (31-50 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master Weapon Damage 31.5 - 50.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +10 (+4 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +27% Massive two-handed swords. |
balanced dwarven-steel greatsword of erosion (36-57 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Nature/Master Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +10 nature While equipped: offense ------ Accuracy +10 (+4 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +32% Massive two-handed swords. |
thought-forged steel longsword (16-23 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Psionic Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 mind On Hit: * 14% chance to reduce all saves and defense by 22 While equipped: Stats +2 Cun +2 Wil Sharp, long, and deadly. |
warbringer's dwarven-steel waraxe (22-31 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Master Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +7 (+2 eff.) Ignore resists +7% physical defense ------ Disarm Resist +12% One-handed war axes. |
elm longbow of lightning4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 lightning While equipped: offense ------ Damage +15% lightning Longbows are used to shoot arrows at your foes. |
steady yew longbow of lightning4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +12 lightning While equipped: offense ------ Physical Crit +2.0% Damage +15% lightning Accuracy +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
chilling quiver of yew arrows of vileness (24/24, 30-42 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Arcane Weapon Damage 30.5 - 42.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 24 On-ranged-hit +11 blight +12 cold On Hit: * 14% chance to reduce strength, dexterity, and constitution by 5 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of crippling (21/21, 31-44 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego+] Master Weapon Damage 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +14.0% Capacity 21 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
steel shield of fire resistance (+17%) (0 def, 4 armour, 13-16 power, 38 block)7.0 Encumbrance T2 shield armor [Ego] Master When used to Attack: Weapon Damage 13.5 - 16.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 While equipped: defense ------ Armor +4 Fatigue +8% Resistance +17% fire other ------- Talents +1 Block Handheld deflection devices. |
impenetrable iron mail armour of the deep (2 def, 10 armour) =Water=14.0 Encumbrance T1 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +6% cold other ------- Breathe water A suit of armour made of mail. |
cleansing dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +13% blight +12% nature +15% lightning A suit of armour made of mail. |
Eletta the iron plate armour (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Rare] Nature While equipped: offense ------ Mind Crit +3% On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +7 Fatigue +22% Resistance +9% blight +5% arcane Life +24.00 other ------- Psi when Hit +0.12 Max hate +6.00 A suit of armour made of metal plates. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
rough leather belt 'Airbearer' =Con=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +5 Con offense ------ Physical Crit +1.0% Ignore resists +10% lightning Ignore Armor +3 defense ------ Defense +9 (+5 eff.) Resistance +1% physical Stealth +6 A belt that goes around your waist. |
Durerin the linen cloak (1 def, 0 armour) =Con=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Con offense ------ Mind Crit +5% defense ------ Defense +1 (+1 eff.) Resistance +5% arcane +3% nature Spell save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Noonvault (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +2 Con offense ------ Mindpower +15 (+7 eff.) Damage +12% mind defense ------ Defense +1 (+1 eff.) other ------- EQ when Hit +0.04 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Demonorder (0 def, 1 armour) =Con=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con offense ------ Damage +6% darkness Ignore resists +5% darkness defense ------ Armor +1 Resistance +9% darkness Physical save +11 (+5 eff.) Mind save +11 (+6 eff.) other ------- Light +1 A pair of boots made of leather. |
Daimolathakhad the hardened leather gloves (5 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +1% Spellpower +10 (+5 eff.) On-Hit 4 arcane Damage +5% arcane Ignore resists +20% arcane defense ------ Armor +2 Defense +5 (+3 eff.) Resistance +5% arcane +3% temporal Blind Resist +20% Cut Resist +10% other ------- Light +3 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. |
Cloud Caller (0 def, 0 armour) =Shock=2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.46 to 103.39 lightning damage (68.93 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
iron helm of constitution (+3) (0 def, 3 armour) =Con=3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of psionic shield [power 43] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Vorevena the Flarestreaker [power 16] (20 cooldown) =Con=2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Con offense ------ Physical Crit +1.0% Accuracy +10 (+4 eff.) defense ------ Resistance +1% physical Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Zhur the Cornac Bulwark level 18
53rd Dusk 122nd year of Ascendancy at 22:25 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Zhur the Cornac Bulwark level 16
41st Dusk 122nd year of Ascendancy at 21:10 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zhur the Cornac Bulwark level 14
10th Dusk 122nd year of Ascendancy at 02:01 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Zhur the Cornac Bulwark level 10
3rd Mirth 122nd year of Ascendancy at 12:45 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Zhur the Cornac Bulwark level 17
44th Dusk 122nd year of Ascendancy at 06:40 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Zhur the Cornac Bulwark level 10
4th Mirth 122nd year of Ascendancy at 06:09 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Zhur the Cornac Bulwark level 12
4th Flare 122nd year of Ascendancy at 22:41 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zhur the Cornac Bulwark level 17
45th Dusk 122nd year of Ascendancy at 11:47 see stats
Log
Zhur hits Bandit for 25 cold, 25 cold (50 total damage).
Zhur hits Something for 30 cold, 30 cold (60 total damage).
Zhur hits Rogue for 18 cold, 18 cold (38 total damage).
Bandit hits Zhur for (25 blocked), 0 physical, (13 blocked), 0 physical (0 total damage).
Talent Assault is ready to use.
Bandit uses Infusion: Regeneration.
Bandit starts regenerating health quickly.
Bandit is free from the ice.
Bandit hits Zhur for 25 physical, 11 physical (36 total damage).
Zhur is no longer attuned.
Talent Shield Pummel is ready to use.
Talent Infusion: Healing is ready to use.
Zhur uses Infusion: Healing.
Zhur receives 79 healing from Infusion: Healing.
Bandit misses Zhur.
Bandit hits Zhur for 26 physical damage.
Talent Block is ready to use.
Talent Vitality is ready to use.
Bandit hits Zhur for 25 physical, 12 physical (39 total damage).
Talent Nature's Touch is ready to use.
Zhur hits Something for 14 light damage.
Zhur hits Rogue for 16 light damage.
Zhur hits Bandit for 111 physical, 7 lightning, 14 fire, 5 nature, 16 light (156 total damage).
Bandit hits Zhur for 23 physical damage.
Zhur the level 18 cornac bulwark was bludgeoned to death by a bandit on level 2 of Old Forest.























































































