









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:
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) 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 | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Reaver |
| Level / Exp | 21 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 21 on the 43rd Haze 122nd year of Ascendancy at 19:08 / 1 |
Primary Stats
| Strength | 38 (base 14) |
| Dexterity | 21 (base 11) |
| Constitution | 40 (base 10) |
| Magic | 70 (base 50) |
| Willpower | 20 (base 10) |
| Cunning | 47 (base 37) |
Resources
| Life | -228/924 |
| Mana | 150/270 |
| Vim | 74/298 |
| Healing Factor | 1.6122297605397 |
| Regeneration | 3.6275169612142 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 35 |
| Crit Chance | 14% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 35 |
| Crit Chance | 15% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +18% |
| Physical | +3% |
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 23 (35%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 7 |
| Physical Save | 27 |
| Spell Save | 40 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 14%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 12%( 70%) |
| Mind | + 12%( 70%) |
| Darkness | + 14%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 0% |
| Bleed Resistance | 100% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| 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 265 damage for 4 turns. Its effects scale with your Strength 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 49 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. 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 198 damage for 3 turns. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Rot | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Plague | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | pair of dwarven-steel boots 'Haruzilalen' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +12% lightning +7% fire +6% acid +5% cold Crit.dmg- 10.00% Die.at -60.00 life Max.HP +20.00 Cut- +10% Confus- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Arodin' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Dex +4 Wil +3 Cun ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Spell.save +5 (+2 eff.) Mind.save +18 (+8 eff.) Max.HP +68.00 Heal.mod +13% A cap made of leather. |
| On hands | stone warden's iron gauntlets (0 def, 6 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +6 Hardiness +5% Fatigue +1% Resists +5% physical 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. |
| Tool | elm wand of shielding 'Rainmoon' [power 128] (20/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun ----- def ----- Resists +1% physical Max.HP +40.00 ---------- misc Light +3 Create a shield absorbing up to 128 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Cleanse 1 disease/wound/poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +4 Dex +4 Mag +4 Cun +7 Con dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +5 (+2 eff.) Acc +8 (+4 eff.) ---------- misc Infravis +3 Can be unequipped or rerolled. 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? |
| On fingers | Gyma0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +9 Mag +2 Cun +2 Con dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +3% physical Acc +10 (+4 eff.) ----- def ----- Armour +10 Spell.save +10 (+3 eff.) Die.at -20.00 life ---------- misc Max.stam +20.00 Rings make your fingers look great! |
| Around neck | Runelin0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Str +2 Mag dps ---------- Dmg.mod +3% blight Phasing +10% ----- def ----- Heal.mod +12% Cut- +50% ---------- misc Mana/turn +0.12 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 157 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Amihir (103% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +6 fire While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +15% blight ----- def ----- Spell.save +6 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Max.hate +2.00 Sharp, long, and deadly. |
| Around waist | Daygore the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% blight +3% mind +6% darkness +3% light Spell.save +9 (+3 eff.) Die.at -60.00 life Max.HP +30.00 A belt that goes around your waist. |
| In off hand | steel waraxe 'Gosena' (113% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +7 Con +8 Wil dps ---------- Apr +3 ----- def ----- Resists +3% physical Die.at -80.00 life Max.HP +29.00 Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +9% all Max.HP +53.00 HP.reg +2.00 Heal.mod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of strength (+3) =3 str=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
copper ring 'Blastbreeze'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid Res.pen +5% lightning +15% fire Melee Ret 2 cold ----- def ----- Resists +20% acid +6% lightning Rings make your fingers look great! |
copper ring 'Hettothel'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Con dps ---------- Dmg.mod +3% physical Res.pen +20% arcane +5% physical Melee Ret 2 physical ----- def ----- Resists +5% arcane Blind- +21% ---------- misc Infravis +3 See.Stealth +8 See.Invis +7 Rings make your fingers look great! |
balanced steel greatmaul (132% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 132% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +9 (+9 eff.) Disarm- +28% Massive two-handed mauls. |
dwarven-steel greatsword of erosion (141% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 nature Massive two-handed swords. |
Viperweeper (100% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 100% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 darkness Against +6% Living While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +10 (+3 eff.) ----- def ----- Resists +3% nature +3% darkness Max.HP +60.00 Heal.mod +15% Sharp, long, and deadly. |
Lisodhenor the Morningcast (108% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Arcane Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit.r1 +6 fire While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% light +15% blight Res.pen +20% blight ---------- misc Max.mana +60.00 Blunt and deadly. |
thought-forged steel dagger of erosion (104% power, 6 apr) =2 cun=1.0 T2 dagger 1H weapon [Ego] Nature/Psionic Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature +9 mind On Hit: * 14% chance to reduce all saves and defense by 21 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
blazebringer's ash longbow of piercing4.0 T2 longbow 2H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +20 fire While equipped: dps ---------- All.spd +3% Res.pen +9% all +8% fire Acc +12 (+5 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
slimy woollen robe of fire (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +14% fire On Melee Ret: * 5% chance to slow global speed by 47% * 3 arcane resource burn ----- def ----- Resists +9% all +21% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe of lightning (+24%) (0 def, 0 armour) =Lightning=2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +4 Mag +5 Wil dps ---------- Dmg.mod +19% lightning +9% physical +7% cold ----- def ----- Resists +24% lightning +6% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arcwing (3 def, 2 armour) =4 cun=9.0 T1 light armor [Rare] Master While equipped: Stats +2 Dex +4 Cun +3 Con dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) Dmg.mod +3% lightning Res.pen +5% temporal ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
Infernobright the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag +3 Wil +1 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% lightning +3% fire A suit of armour made of mail. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Blazegasher the linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Mag dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +12% cold Crit.dmg- 10.00% Max.HP +20.00 Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emowe (31 def, 0 armour) =2 cun=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +6 Dex dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+2 eff.) ----- def ----- Defense +31 (+22 eff.) ---------- misc Equi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the hunter (1 def, 6 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +15 (+6 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Fatigue -5% Resists +12% cold Max.HP +42.00 ---------- misc Max.stam +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerikhad the pair of rough leather boots (0 def, 11 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con ----- def ----- Armour +11 Fatigue -4% Phys.save +6 (+3 eff.) Disease- +20% Pinning- +20% ---------- misc Max.enc +20 Stam/turn +1.00 A pair of boots made of leather. |
Vorutta the Heatvengeance (0 def, 3 armour) =2 cun=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.crit +3% Dmg.mod +6% fire ----- def ----- Armour +3 Fatigue +2% Resists +12% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Blastswift' (0 def, 9 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +24% lightning +6% darkness Res.pen +25% darkness Melee Ret 8 acid ----- def ----- Armour +9 Fatigue +3% Resists +6% acid ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Freezeraze' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +3 Cun +2 Con dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Fatigue +3% Phys.save +12 (+6 eff.) Mind.save +16 (+8 eff.) HP.reg +4.00 Blind- +20% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Islonor the linen wizard hat (1 def, 0 armour) =Blight pen heal mod=2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% temporal Res.pen +10% blight ----- def ----- Defense +1 (+1 eff.) Resists +6% temporal +3% cold Spell.save +6 (+2 eff.) Heal.mod +15% A pointy cloth hat, very wizardly... |
Frigidprophet (0 def, 1 armour) =3 cun=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +20% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to reduce armor by 35% ----- def ----- Armour +1 Fatigue +1% Resists +12% acid +3% cold A cap made of leather. |
rough leather cap 'Eremuldil' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Mind.crit +1% Crit.mult +10.00% ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 5.00% Blind- +20% Disease- +10% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Infernohacker the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +3% fire Phys.save +3 (+1 eff.) Max.HP +40.00 Poison- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Korudil (0 def, 3 armour) =Water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil ----- def ----- Armour +3 Fatigue +5% Resists +5% cold ---------- misc Equi/ret +0.08 Psi/ret +0.16 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Poleta the iron helm (0 def, 13 armour) =13 armor=3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +13 Fatigue +5% Resists +3% mind +1% physical Heal.mod +10% Blind- +10% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cyrulramina (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Res.pen +10% physical ----- def ----- Armour +4 Fatigue +4% Resists +8% nature +27% blight Die.at -80.00 life ---------- misc Max.stam +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
4 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. |
2 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. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 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. |
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. |
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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
324 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. |
dream-smith's iron pickaxe (dig speed 20 turns)3.0 T1 digger tool [Ego+] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +5% mind +5% fire ----- def ----- Mind.save +5 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the Iron Throne (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +21.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Adama (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +4 Mag dps ---------- Apr +8 ----- def ----- Resists +12% lightning +5% arcane +3% darkness Cut- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Serpentripper (dig speed 32 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% nature ----- def ----- Defense +10 (+10 eff.) Fatigue -6% Resists +12% nature Heal.mod +5% Disarm- +10% Teleport- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Whut the Ghoul Reaver level 10
5th Flare 122nd year of Ascendancy at 01:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Whut the Ghoul Reaver level 10
5th Flare 122nd year of Ascendancy at 01:40 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Whut the Ghoul Reaver level 20
4th Haze 122nd year of Ascendancy at 01:49 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Whut the Ghoul Reaver level 20
16th Haze 122nd year of Ascendancy at 19:33 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Whut the Ghoul Reaver level 19
1st Haze 122nd year of Ascendancy at 05:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Whut the Ghoul Reaver level 5
4th Mirth 122nd year of Ascendancy at 10:08 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Whut the Ghoul Reaver level 14
31st Dusk 122nd year of Ascendancy at 22:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Whut the Ghoul Reaver level 16
54th Dusk 122nd year of Ascendancy at 11:14 see stats
Log
Talent Virulent Disease is ready to use.
Whut casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Whut's spell attains critical power!
Velorianne the sandworm hits Whut for 53 mind, 6 acid, 53 mind, 6 acid (118 total damage).
War hound hits Whut for 117 physical damage.
The unstable sand tunnel collapses!
Ritch flamespitter spits flames!
Carrion worm mass bites blight poison into Velorianne the sandworm.
The diseases of carrion worm mass spread!
War hound is afflicted by an epidemic!
Ritch flamespitter shrugs off Carrion worm mass's 'Weakness Disease'!
Velorianne the sandworm is poisoned with blight!
Carrion worm mass hits Velorianne the sandworm for 9 physical, 11 blight (20 total damage).
Acid Splash from Whut hits War hound for 8 acid damage.
Ritch flamespitter hits Whut for 121 fire damage.
Velorianne the sandworm receives 5 healing from Blight Poison from Carrion worm mass.
Velorianne the sandworm receives 11 healing from Epidemic from Whut.
Velorianne the sandworm receives 13 healing from Weakness Disease from Whut.
Acid Splash from Whut hits Velorianne the sandworm for 13 acid damage.
Whut activates his elm wand of shielding 'Rainmoon'!
A shield forms around Whut.
A shield forms around carrion worm mass.
Velorianne the sandworm performs a melee critical strike against Whut!
Your shield crumbles under the damage!
The shield around Whut crumbles.
Velorianne the sandworm hits Whut for (50 absorbed), 0 mind, (6 absorbed), 0 acid, (71 absorbed), 6 mind, 6 acid (12 total damage).
War hound hits Whut for 118 physical damage.
Whut the level 21 ghoul reaver was stabbed to death by a war hound on level 3 of Sandworm lair.





























































































