










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. 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: 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 22 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Treinra's Inner Demon at level 22 on the 24th Regrowth 123rd year of Ascendancy at 16:48 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 46 (base 41) |
| Dexterity | 11 (base 11) |
| Constitution | 31 (base 30) |
| Magic | 10 (base 10) |
| Willpower | 33 (base 21) |
| Cunning | 22 (base 22) |
Resources
| Life | -176/764 |
| Psi | 143/143 |
| Stamina | 204/244 |
| Equilibrium | 30 |
| Healing Factor | 1.2758714593979 |
| Regeneration | 5.4224537024409 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 22.531537443297 |
| See Invisible | 22.531537443297 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 45 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Lightning | +6% |
| Cold | +9% |
| Physical | +25% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Acid | +20% |
| Physical | +10% |
| Mind | +5% |
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 46.08934837382 (81.151787968034%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 14 |
| Physical Save | 26 |
| Spell Save | 22 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Lightning | + 13%( 70%) |
| Cold | + 33%( 70%) |
| Physical | + 13%( 70%) |
| Fire | + 35%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 43% |
| Confusion Resistance | 22% |
| Pinning Resistance | 0% |
| Disarm Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (5/5)
| 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 297 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 4 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 604% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 226 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 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 |
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 injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
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 Telekinetic Leap (+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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * '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 ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eilinavea (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Mind.crit +1% Crit.mult +5.00% ----- def ----- Armour +1 Die.at -80.00 life HP.reg +2.00 Heal.mod +11% ---------- misc Max.psi +20.00 A pair of boots made of leather. |
| Light source | 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. |
| On head | Hellspassion (0 def, 11 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +15% fire ----- def ----- Armour +11 Fatigue +3% Resists +9% cold Spell.save +9 (+4 eff.) Die.at -80.00 life A cap made of leather. |
| Tool | Undeathwoe the steel torque of clear mind [power 2] (22 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 43% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Increase 1 buffs' duration by 1. Gain 10% evasion for 2 turns. Heal for 42. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
| On fingers | mule's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +21% ---------- misc Max.enc +20 Rings make your fingers look great! |
| Around waist | Gelegorn the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% mind +18% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Phys.save +6 (+3 eff.) Max.HP +34.00 ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
| In main hand | dwarven-steel greatmaul 'Balondur' (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 darkness Against +12% Living While equipped: Stats +2 Wil dps ---------- Mind.crit +8% Dmg.mod +6% acid Res.pen +20% acid Massive two-handed mauls. |
| On hands | heroic rough leather gloves (0 def, 5 armour)1.0 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +6 (+3 eff.) Max.HP +42.00 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. |
| Main armor | Shimmerenvy the steel plate armour (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +10% lightning +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +14 Fatigue +22% Resists +6% acid +6% physical +7% cold +6% lightning +24% fire Disarm- +24% Stun/Frz- +22% Knockbk- +21% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Striketaint the cashmere cloak (32 def, 4 armour) =Damn=2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +3% lightning Res.pen +10% physical Acc +24 (+8 eff.) ----- def ----- Armour +4 Defense +32 (+15 eff.) Fatigue -6% Max.HP +59.00 ---------- misc Max.stam +24.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Freezemight0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Phys.spd +10% Dmg.mod +9% cold +7% physical Melee Ret 6 fire 6 temporal ----- def ----- Resists +12% cold +6% fire Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
protective copper amulet of vision0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Armour +4 Defense +5 (+2 eff.) Res.Cap +3% all Phys.save +7 (+3 eff.) Blind- +14% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets make your neck look great! |
Arissra0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Resists +6% nature +5% blight Die.at -40.00 life Heal.mod +15% Poison- +21% Disease- +12% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
steel greatsword 'Poradhetira' (135% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master Power 136% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) Resists +3% lightning +9% cold +3% nature Spell.save +6 (+3 eff.) Disarm- +29% Massive two-handed swords. |
Shantiz the Stormblade (111% power, 20 apr) =20 dex=1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Anudig1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +3 Mag +1 Con dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +32.00 A belt that goes around your waist. |
Drayantir the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+8 eff.) Res.pen +5% mind +10% physical ----- def ----- Armour +2 Resists +6% lightning +6% temporal +1% physical A belt that goes around your waist. |
Eclipseoozer the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Dmg.mod +9% arcane +3% blight Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +6% blight Stealth +6 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
rough leather belt 'Glittermarrow' =20 stun=1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +3% cold Phys.save +6 (+3 eff.) Disease- +20% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 A belt that goes around your waist. |
Amadelach the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Wil +4 Con ----- def ----- Defense +7 (+3 eff.) Phys.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. |
Offalglamour (7 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +3% nature ----- def ----- Armour +4 Defense +7 (+3 eff.) Resists +3% blight +5% arcane Phys.save +6 (+3 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Boranarilen' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +2% physical +6% cold Max.HP +33.00 ---------- misc Stam/turn +1.00 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mahek (2 def, 0 armour) =20 mult=2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +20.00% Mind.pwr +15 (+8 eff.) Res.pen +5% arcane ----- def ----- Defense +2 (+1 eff.) Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorerin the pair of rough leather boots (15 def, 3 armour) =Armor drop + Pen=2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +15% physical On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +3 Defense +15 (+7 eff.) Stealth +6 ---------- misc Max.stam +10.00 A pair of boots made of leather. |
Ce'Nenor the pair of iron boots (0 def, 9 armour) =Armor drop + Pen=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +5.00% Dmg.mod +3% acid Res.pen +20% physical On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Armour +9 Fatigue +2% Die.at -20.00 life ---------- misc Stam/turn +0.50 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frozensting (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% acid Res.pen +15% acid +10% cold Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% acid 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. |
Blazevagrant the rough leather cap (0 def, 1 armour) =Water=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +3% light Res.pen +10% light Melee Ret 4 lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Breathe water A cap made of leather. |
Polena (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Wil +4 Cun +5 Con dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Gleamnull the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +6% physical Res.pen +15% mind +20% light Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+6 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Halekath' (0 def, 3 armour) =Equi=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +4 Dex +2 Wil ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/ret +0.80 Equi/ret +0.90 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Wildwither' (20 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+6 eff.) ----- def ----- Armour +5 Defense +20 (+10 eff.) Fatigue +5% Resists +3% nature +9% cold ---------- misc Stam/turn +1.00 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) =30 confuse=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
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. |
5 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
121 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. |
iron pickaxe 'Blindripper' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Crit.mult +5.00% Acc +10 (+3 eff.) ----- def ----- Fatigue -5% Resists +6% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xanyba the dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str ----- def ----- Armour +2 Fatigue -6% Resists +6% fire +9% darkness +6% temporal Die.at -60.00 life Heal.mod +5% 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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
steel torque of gale force 'Dourtide' [power 170] (13 cooldown) =hp=2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +2 Defense +15 (+7 eff.) Resists +9% light +6% darkness +3% mind Die.at -80.00 life Disarm- +10% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 212 physical damage Puts all charms on 13 cooldown Reduce 2 talent CDs by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Treinra the Cornac Berserker level 19
4th Haze 122nd year of Ascendancy at 18:00 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Treinra the Cornac Berserker level 8
6th Mirth 122nd year of Ascendancy at 04:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Treinra the Cornac Berserker level 10
4th Dusk 122nd year of Ascendancy at 10:40 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Treinra the Cornac Berserker level 20
11st Haze 122nd year of Ascendancy at 02:01 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Treinra the Cornac Berserker level 21
34th Haze 122nd year of Ascendancy at 07:58 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Treinra the Cornac Berserker level 21
22nd Regrowth 123rd year of Ascendancy at 05:04 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Treinra the Cornac Berserker level 12
36th Dusk 122nd year of Ascendancy at 01:07 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Treinra the Cornac Berserker level 8
2nd Flare 122nd year of Ascendancy at 00:01 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Treinra the Cornac Berserker level 8
3rd Summertide 122nd year of Ascendancy at 02:52 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Treinra the Cornac Berserker level 17
55th Dusk 122nd year of Ascendancy at 02:16 see stats
Log
Treinra slows down.
Treinra resists the stunning blow!
Treinra's Inner Demon activates Precise Strikes.
Melee retaliation hits Treinra's Inner Demon for (3 antimagic), 0 temporal, (3 antimagic), 0 fire, (3 antimagic), 0 nature, (1 antimagic), 0 temporal, (1 antimagic), 0 fire, (1 antimagic), 0 nature (0 total damage).
Treinra's Inner Demon hits Treinra for 59 physical, (4 antimagic), 0 darkness, 81 physical, (4 antimagic), 0 darkness (140 total damage).
Xadama the xorn shoots!
Xadama the xorn's Shoot hits Treinra for 83 physical damage.
Xadama the xorn hits Treinra for (29 antimagic), 16 nature, (5 antimagic), 0 acid (16 total damage).
Melee retaliation hits Xadama the xorn for 3 temporal, 1 fire, 2 nature (6 total damage).
Xadama the xorn's adrenaline surge has come to an end.
Xadama the xorn aims less carefully.
Treinra is confused and fails to use Infusion: Regeneration.
Treinra's Inner Demon uses Unstoppable.
Talent Infusion: Regeneration is ready to use.
Treinra's Inner Demon's adrenaline surge has come to an end.
Bleeding from Treinra's Inner Demon hits Treinra for 19 physical damage.
Xadama the xorn shoots!
Treinra's Inner Demon uses Perfect Strike.
Treinra's Inner Demon aims carefully.
Treinra's Inner Demon uses Execution.
Treinra's Inner Demon performs a melee critical strike against Treinra!
Treinra's Inner Demon revels in the spilt blood and grows stronger!
Treinra's Inner Demon hits Treinra for 334 physical damage.
Xadama the xorn hits Treinra for (29 antimagic), 10 nature, (5 antimagic), 0 acid (10 total damage).
Xadama the xorn's Shoot hits Treinra for 67 physical damage.
Melee retaliation hits Xadama the xorn for 3 temporal, 1 fire, 2 nature (6 total damage).
Melee retaliation hits Treinra's Inner Demon for (1 antimagic), 0 temporal, (1 antimagic), 0 fire, (1 antimagic), 0 nature (0 total damage).
Treinra the level 22 cornac berserker was swiped to death by a Treinra's Inner Demon on level 3 of Daikara.
Treinra's rage subsides!



















































































