











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! 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:
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 | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 21 / 77% |
| Size | big |
| Lifes / Deaths | Killed by Eilinebeth the large brown snake at level 19 on the 72nd Haze 122nd year of Ascendancy at 00:59 / 1 |
Primary Stats
| Strength | 19 (base 16) |
| Dexterity | 11 (base 10) |
| Constitution | 22 (base 13) |
| Magic | 67 (base 50) |
| Willpower | 14 (base 10) |
| Cunning | 45 (base 36) |
Resources
| Life | 801/801 |
| Insanity | 0/100 |
| Healing Factor | 1.2124166372473 |
| Regeneration | 0.30310415931182 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 8 |
| See Stealth | 55.582309197847 |
| See Invisible | 55.582309197847 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 45 |
| Crit Chance | 15% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +3% |
| Blight | +4% |
| Darkness | +31% |
| Cold | +13% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 23.5 (43.579428603723%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 20 |
| Physical Save | 28 |
| Spell Save | 29 |
| Mental Save | 26 |
Defense: Resistances
| Fire | + 24%( 70%) |
| Darkness | + 26%( 70%) |
| Nature | + 22%( 70%) |
| Cold | + 40%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 24%( 70%) |
| Mind | + 27%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 0% |
| Confusion Resistance | 61% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 372 damage for 4 turns. 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 89 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 Magic 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 601% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 123 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| beneficial effect | Linked to their horror ally gaining 16% all damage resistance. Shared Insanity |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by thief. Escort: worried loremaster (level 1 of Ruins of Kor'Pul) | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. * You've found the needed red crystal shard. 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 sandworm tooth. * You've found the needed snow giant kidney. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within2 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 | Urukhad the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +7 (+3 eff.) Res.pen +5% mind ----- def ----- Armour +4 Fatigue +3% Resists +15% blight Max.HP +100.00 Confus- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Chudunadir the Blackraze2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Phys.save +9 (+5 eff.) Mind.save +3 (+1 eff.) Max.HP +20.00 Heal.mod +11% Confus- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Growthspitter the iron helm (5 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Con ----- def ----- Armour +5 Defense +5 (+4 eff.) Fatigue +5% Resists +3% nature Die.at -20.00 life ---------- misc Max.stam +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Mayuyalaith the Blackquell0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness +13% cold Res.pen +5% darkness Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +3% fire +9% darkness +26% cold Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 14 physical Ranged+ 13 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 16 On Hit (Ranged): * 15% chance to reduce all saves and defense by 16 ----- def ----- Stun/Frz- +30% ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around waist | Crackleobeisance the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +1% Dmg.mod +3% light +3% lightning Against +17% Summoned ----- def ----- D.Red.from +18% Summoned ---------- misc Psi/ret +0.04 Hate/m.crit +3.00 A belt that goes around your waist. |
| In main hand | short ash starstaff (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Ego] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff This staff offers 15% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic hardened leather gloves (0 def, 5 armour)1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +8 (+4 eff.) Max.HP +48.00 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 | dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +6% physical Phys.save +13 (+7 eff.) A suit of armour made of mail. |
| Cloak | linen cloak 'Xeronor' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% fire Crit.dmg- 15.00% Spell.save +9 (+4 eff.) Max.HP +31.00 ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying steel amulet of dexterity (+2) =2 dex=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% mind Confus- +31% Amulets make your neck look great! |
Inventory
warrior's copper ring of time (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% temporal ----- def ----- Armour +6 Resists +10% temporal Rings make your fingers look great! |
marksman's steel ring of power =2 dex=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Acc +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +20.00 Disarm- +26% Pinning- +24% Knockbk- +24% Rings make your fingers look great! |
Isiwyn the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- Defense +5 (+4 eff.) Resists +3% darkness Spell.save +6 (+3 eff.) Heal.mod +20% Disease- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
lifebinding ash magestaff of illumination (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego+] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Defense +6 (+5 eff.) HP.reg +0.80 Heal.mod +12% ---------- misc Light +2 Talents +1 Command Staff This staff offers 15% bonus to arcane damage. (included above) Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 106.83 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
greater yew magestaff of power (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +22 (+8 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ----- def ----- Resists +10% blight ---------- misc Talents +1 Command Staff This staff offers 20% bonus to fire, cold, lightning, arcane damage. (included above) Staves designed for wielders of magic, by the greats of the art. It was hardened by the digestive sack. |
shimmering yew magestaff of might (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ---------- misc Mana/turn +0.13 Max.mana +53.00 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. |
arcing steel greatsword of massacre (141% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage Massive two-handed swords. |
chilling steel greatsword of massacre (141% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +17 cold Massive two-handed swords. |
dwarven-steel greatsword of erosion (146% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature Power 146% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature Massive two-handed swords. |
Silywen the steel dagger (104% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +12 temporal While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Dmg.mod +9% blight +9% temporal Acc +7 (+3 eff.) ----- def ----- Die.at -80.00 life Sharp, short and deadly. |
mighty hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
Blazeobeisance (19/19, 156% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 156% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +16.0% Capacity 19 Ranged+ +8 cold +20 fire On Hit.r1 +8 blight On Crit.r2 +8 blight +12 cold +4 fire On Crit: * Wound the target dealing 62 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Manykalthodor (0 def, 10 armour, 126.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Random Unique] Arcane/Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +6 Mag +5 Cun dps ---------- Dmg.mod +14% light +13% darkness On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Fatigue +8% Resists +11% temporal +11% light +12% darkness ---------- misc Max.vim +20.00 Talents +1 Block Handheld deflection devices. |
woollen robe of frost (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +9% all +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of darkness (+27%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +13% arcane +18% darkness ----- def ----- Resists +27% darkness +11% all ---------- misc Max.mana +23.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
marauder's hardened leather armour (13 def, 6 armour) =5 dex=9.0 T3 light armor [Ego+] Master While equipped: Stats +3 Str +5 Dex ----- def ----- Armour +6 Defense +13 (+8 eff.) Fatigue +8% Phys.save +7 (+4 eff.) A suit of armour made of leather. |
steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Max.HP +23.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of mail. |
Porybeth (1 def, 0 armour) =2 dex=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Wil +2 Cun dps ---------- Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 Max.hate +6.00 Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dimcutter the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Cun +2 Con dps ---------- Mind.crit +2% Crit.mult +20.00% ----- def ----- Defense +2 (+2 eff.) Resists +3% darkness +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Breezerage the pair of hardened leather boots (0 def, 6 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Crit.mult +20.00% Phasing +20% On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +6 ---------- misc Vim/s.crit +2.00 Infravis +2 A pair of boots made of leather. |
Beleroddatir the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight ----- def ----- Armour +5 Fatigue +2% Max.HP +60.00 Silence- +20% Teleport- +10% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Murkstun of the Blightspawn (7 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str -3 Mag +4 Cun +2 Con ----- def ----- Armour +7 Defense +7 (+5 eff.) Fatigue +3% Resists +6% lightning +9% cold +6% acid Phys.save +13 (+7 eff.) Spell.save +3 (+1 eff.) Mind.save +15 (+7 eff.) ---------- misc Infravis +2 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Acc +4 (+2 eff.) Apr +7 On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +2 Resists +5% blight Spell.save +22 (+11 eff.) 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. |
Xeriwyn the iron gauntlets (0 def, 1 armour) =3 dex=1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Wil +1 Cun +1 Con dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +1 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. |
Floeblack the linen wizard hat (1 def, 0 armour) =16 lightning=2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +11% lightning Acc +20 (+7 eff.) Apr +1 Melee Ret 2 arcane ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +1% physical +3% cold A pointy cloth hat, very wizardly... |
Hettundil (0 def, 1 armour) =3 DEX=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +10% acid ----- def ----- Armour +1 Fatigue +1% Resists +3% nature Spell.save +3 (+1 eff.) A cap made of leather. |
rough leather cap 'Serpentwire' (0 def, 1 armour) =3 con=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil +3 Con dps ---------- Dmg.mod +6% nature Res.pen +5% nature ----- def ----- Armour +1 Fatigue +1% Resists +3% nature ---------- misc Psi/ret +0.04 Hate/m.crit +3.00 A cap made of leather. |
Gunagar the Flaregrit (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +1 Wil +5 Con dps ---------- Res.pen +25% fire ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +12% fire ---------- misc Equi/ret +0.16 A cap made of leather. |
Pureraider (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +10.00% Mind.pwr +5 (+3 eff.) Dmg.mod +9% mind Res.pen +10% nature ----- def ----- Armour +3 Fatigue +3% ---------- misc Psi/ret +0.08 Max.hate +8.00 A cap made of leather. |
Thunderbraid the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +15% blight Melee Ret 2 arcane ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +8% fire +12% blight +8% cold +5% arcane +14% lightning A cap made of leather. |
iron helm 'Lustrequell' (0 def, 3 armour) =Water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +3% light ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +16% cold ---------- misc Light +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Haraharantir the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag dps ---------- Spell.crit +2% S.pwr/crit +6 Res.pen +20% mind Melee Ret 2 blight ----- def ----- Armour +4 Fatigue +4% Resists +9% fire +9% cold Spell.save +9 (+4 eff.) ---------- misc Mana/s.crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
13 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. |
13 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
7 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
158 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. |
Brightbrace the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +6% mind Melee Ret 4 mind ----- def ----- Max.HP +43.00 ---------- misc Equi/ret +0.12 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. |
Infernowitch the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +6% mind +6% fire Melee Ret 13 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Resists +19% fire ---------- misc Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven-steel pickaxe 'Balanceswift' (dig speed 28 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature Res.pen +5% fire Melee Ret 4 nature 8 fire ----- def ----- Resists +27% nature Spell.save +6 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +12% nature 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 (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. |
Nerira [power 215] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +10 (+7 eff.) Resists +9% lightning Crit.dmg- 15.00% ---------- misc See.Invis +3 Blast the opponent's mind dealing 215 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing ash totem of thorny skin [power 25] (20 cooldown)2.0 T2 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown Cleanse 2 disease/wound/poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Spranhadie the Ogre Writhing One level 9
6th Mirth 122nd year of Ascendancy at 07:44 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Spranhadie the Ogre Writhing One level 20
73rd Haze 122nd year of Ascendancy at 07:30 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Spranhadie the Ogre Writhing One level 10
2nd Flare 122nd year of Ascendancy at 01:34 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Spranhadie the Ogre Writhing One level 20
72nd Haze 122nd year of Ascendancy at 08:19 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Spranhadie the Ogre Writhing One level 18
64th Dusk 122nd year of Ascendancy at 20:09 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Spranhadie the Ogre Writhing One level 12
16th Dusk 122nd year of Ascendancy at 07:33 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Spranhadie the Ogre Writhing One level 6
76th Pyre 122nd year of Ascendancy at 16:12 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Spranhadie the Ogre Writhing One level 12
12nd Dusk 122nd year of Ascendancy at 23:41 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Spranhadie the Ogre Writhing One level 20
73rd Haze 122nd year of Ascendancy at 07:30 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Spranhadie the Ogre Writhing One level 17
50th Dusk 122nd year of Ascendancy at 23:34 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Spranhadie the Ogre Writhing One level 19
72nd Haze 122nd year of Ascendancy at 01:00 see stats
Log
Talent Rune: Shielding is ready to use.
Talent Decayed Devourers is ready to use.
Worm that walks (servant of Spranhadie) casts Rune: Mirror Image.
Worm that walks (servant of Spranhadie) is free from the hex.
Talent Ogric Wrath is ready to use.
Rested for 41 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 12 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 16 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 7 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a back to the tunnels here (press '' or right click to use).
Ran for 13 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Lore found: strange picture
You can read all your collected lore in the game menu, by pressing Escape.




































































































