










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 | Ogre |
| Class | Doombringer |
| Level / Exp | 20 / 78% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 61 (base 48) |
| Dexterity | 9 (base 10) |
| Constitution | 18 (base 12) |
| Magic | 45 (base 38) |
| Willpower | 15 (base 10) |
| Cunning | 15 (base 11) |
Resources
| Life | 830/830 |
| Mana | 17/119 |
| Stamina | 170/170 |
| Vim | 135/218 |
| Healing Factor | 1.1211363549267 |
| Regeneration | 0.28028408873168 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 26.446758763835 |
| See Invisible | 26.446758763835 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 44 |
| Crit Chance | 10% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Fire | +12% |
| Blight | +5% |
| Physical | +4% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +14% |
| Physical | +24% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 75.812421605777 (81.151787968034%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 24 |
| Physical Save | 23 |
| Spell Save | 22 |
| Mental Save | 26 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Arcane | + 10%( 70%) |
| Mind | + 16%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 6%( 70%) |
| Cold | + 6%( 70%) |
| Fire | + 5%( 70%) |
| Nature | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 20% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Disarm Resistance | 63% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 42 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 500 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Abyssal Shield |
| talent | Premonition |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Blindhacker' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +6% mind +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 12% ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane +6% blight Spell.save +3 (+1 eff.) Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Scorpionmire2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str dps ---------- On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Crit.dmg- 15.00% Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Guhell (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +5% fire +5% arcane +6% cold Mind.save +3 (+2 eff.) Max.HP +80.00 Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | copper ring 'Isoda'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +6 Defense +14 (+6 eff.) Teleport- +10% Rings make your fingers look great! |
| On fingers | copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | rough leather belt 'Earovon'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +3% light Die.at -20.00 life Max.HP +51.00 Poison- +20% Pinning- +20% A belt that goes around your waist. |
| In main hand | Cyrayamira the steel battleaxe (121% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Master Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +28 (+10 eff.) Apr +9 ----- def ----- Defense +21 (+8 eff.) Resists +6% darkness Mind.save +6 (+3 eff.) Heal.mod +5% Disarm- +63% Massive two-handed battleaxes. |
| On hands | Unroregomnir the rough leather gloves (0 def, 21 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +5 (+3 eff.) Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +21 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 | Xerurevena (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Master/Psionic While equipped: Stats +3 Str +4 Con dps ---------- Res.pen +15% physical ----- def ----- Armour +16 Fatigue +22% Resists +6% mind +3% light Mind.save +14 (+7 eff.) Max.HP +50.00 ---------- misc Stam/turn +3.00 A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Scorchwaker' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- Crit.mult +10.00% Spell.pwr +10 (+3 eff.) Dmg.mod +12% fire ----- def ----- Defense +2 (+1 eff.) Max.HP +39.00 ---------- misc Max.vim +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
Inventory
restful steel amulet0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
savage's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
Gilidir the iron plate armour (5 def, 15 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: ----- def ----- Armour +15 Defense +5 (+3 eff.) Fatigue +22% HP.reg +2.40 Disarm- +20% Teleport- +20% ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
iron plate armour 'Chillravage' (0 def, 7 armour) =20 stun=17.0 T1 massive armor Reqs Massive armour training [Rare] Psionic While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +6% mind +3% cold Spell.save +3 (+1 eff.) Mind.save +17 (+9 eff.) Disarm- +10% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of metal plates. |
impenetrable steel plate armour of cold resistance (0 def, 18 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +17% cold A suit of armour made of metal plates. |
Blazeveil the rough leather belt =2 light=1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +9% acid ----- def ----- Resists +6% nature +6% mind Phys.save +6 (+3 eff.) Pinning- +10% ---------- misc Light +2 A belt that goes around your waist. |
Grinelach =40 def=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Res.pen +20% physical ----- def ----- Armour +2 Defense +40 (+14 eff.) Stealth +6 A belt that goes around your waist. |
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. |
Oluregorain the Brandswift =4 dex=1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +7 Cun +6 Lck ----- def ----- Resists +3% fire Stealth +7 ---------- misc T.Disarm +6 Max.stam +10.00 Light +3 Infravis +4 A belt that goes around your waist. |
balancing rough leather belt of valiance =3 dex=1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +2 Wil +4 Cun dps ---------- Phys.crit +6.0% Mind.crit +6% ----- def ----- Mind.save +5 (+3 eff.) Max.HP +44.00 A belt that goes around your waist. |
rough leather belt 'Fulikalthofast' =10 stun=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 6 acid ----- def ----- Armour +6 Resists +9% fire +6% mind +6% cold Disease- +10% Stun/Frz- +10% A belt that goes around your waist. |
rough leather belt 'Gilusagen'1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Armour +4 Fatigue -5% Resists +6% light +3% nature Die.at -40.00 life Pinning- +10% ---------- misc Max.enc +22 Mana/s.crit +1.00 Max.vim +10.00 A belt that goes around your waist. |
Cuthyratir the linen cloak (1 def, 0 armour) =1 dex=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Acc +3 (+1 eff.) Apr +4 Melee Ret 6 mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +3% cold +5% arcane +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Aeryminne' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +1% physical Crit.dmg- 15.00% Max.HP +32.00 ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Chamaharandil' (10 def, 0 armour) =5 dex=2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Dex +2 Wil +4 Cun ----- def ----- Defense +10 (+4 eff.) Phys.save +10 (+5 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emarema the Dimking (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Con dps ---------- Phys.crit +4.0% Melee Ret 2 darkness ----- def ----- Armour +1 Resists +3% darkness Die.at -20.00 life ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
pair of rough leather boots 'Obsidianoath' (0 def, 1 armour) =4 dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex dps ---------- Dmg.mod +3% acid Res.pen +5% darkness +20% light Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Armour +1 Resists +6% darkness Stealth +6 ---------- misc Light +2 A pair of boots made of leather. |
undeterred pair of rough leather boots of tirelessness (0 def, 1 armour) =25 stun=2.0 T1 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +1 Silence- +22% Confus- +20% Stun/Frz- +25% ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
blood-soaked pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Mov.spd +25% Apr +4 ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lisivea the pair of dwarven-steel boots (10 def, 4 armour) =20 silence=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +8 ----- def ----- Armour +4 Defense +10 (+4 eff.) Fatigue +3% Resists +12% light Die.at -20.00 life Silence- +20% Pinning- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Sulfurwalker' (0 def, 1 armour) =30 phasing=1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 light Dmg.mod +3% blight +4% light +3% arcane Res.pen +10% nature Phasing +30% ----- def ----- Armour +1 Resists +6% light ---------- misc Mana/s.crit +2.00 Max.mana +40.00 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. |
Bokosta (1 def, 6 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +7 Wil +1 Con dps ---------- Mind.crit +3% Phys.pwr +10 (+3 eff.) Mind.pwr +3 (+2 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
rough leather cap 'Grownigh' (0 def, 1 armour) =6 dex=2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex +2 Cun dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +18% nature +3% mind ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.hate +10.00 Max.psi +20.00 Skullcr.mult +1 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 178.0 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Kurand (0 def, 3 armour) =20 stun=2.0 T3 head armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% mind ----- def ----- Armour +3 Fatigue +3% Resists +15% cold Phys.save +16 (+8 eff.) Stun/Frz- +20% ---------- misc Hate/m.crit +3.00 A cap made of leather. |
Flashquencher the iron helm (0 def, 3 armour) =1 light=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% Resists +6% mind ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sunknave the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- Mind.pwr +20 (+10 eff.) Res.pen +5% mind ----- def ----- Armour +3 Fatigue +5% Resists +6% fire ---------- misc Hate/m.crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Betinn' (0 def, 3 armour) =Water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +6% cold Spell.save +6 (+3 eff.) Poison- +10% Silence- +10% Teleport- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
6 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. |
6 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. |
3 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 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. |
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. |
2 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. |
216 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. |
brass lantern 'Armegorn' =15 def=2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex +4 Con dps ---------- Res.pen +5% mind ----- def ----- Defense +15 (+6 eff.) Resists +2% physical Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
Belarewe the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Defense +5 (+3 eff.) Phys.save +3 (+2 eff.) Max.HP +20.00 Blind- +20% Cut- +10% ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Zeratar the iron pickaxe (dig speed 38 turns) =20 silence=3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +1% physical +11% nature +12% temporal Poison- +10% Silence- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Gloombait' (dig speed 30 turns) =Acc=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% darkness Res.pen +5% darkness Apr +7 ----- def ----- Resists +3% fire +9% light +6% darkness While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.6 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 +67 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. |
iron pickaxe of predation (dig speed 30 turns) =1 dex=3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Faie the Ogre Doombringer level 7
9th Mirth 122nd year of Ascendancy at 03:51 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Faie the Ogre Doombringer level 6
79th Pyre 122nd year of Ascendancy at 16:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Faie the Ogre Doombringer level 10
9th Flare 122nd year of Ascendancy at 22:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Faie the Ogre Doombringer level 20
13rd Haze 122nd year of Ascendancy at 14:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Faie the Ogre Doombringer level 8
1st Flare 122nd year of Ascendancy at 14:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Faie the Ogre Doombringer level 13
20th Dusk 122nd year of Ascendancy at 12:30 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Faie the Ogre Doombringer level 17
65th Dusk 122nd year of Ascendancy at 22:46 see stats
Log
You gain 1.81 gold from the transmogrification of yew longbow of cold.
You gain 4.20 gold from the transmogrification of swashbuckler's dwarven-steel steamsaw (121% power, 0 apr).
You gain 1.60 gold from the transmogrification of shocking steel steamsaw of cold resistance (+17%) (111% power, 0 apr).
You gain 14.22 gold from the transmogrification of Arasema (127% power, 7 apr).
You gain 1.56 gold from the transmogrification of steel dagger of erosion (104% power, 6 apr).
You gain 17.50 gold from the transmogrification of Nature's Vengeance (150% power, 4 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel longsword (129% power, 4 apr).
You gain 3.00 gold from the transmogrification of balanced steel longsword (113% power, 3 apr).
You gain 5.07 gold from the transmogrification of thought-forged dwarven-steel battleaxe of paradox (138% power, 2 apr).
You gain 5.32 gold from the transmogrification of cruel yew vilestaff of illumination (120% power, 4 apr, darkness element).
You gain 3.01 gold from the transmogrification of cruel short yew magestaff (120% power, 4 apr, arcane element).
You gain 1.88 gold from the transmogrification of arcing short ash starstaff (111% power, 3 apr, darkness element).
You gain 0.25 gold from the transmogrification of elm magestaff (100% power, 2 apr, cold element).
You gain 2.85 gold from the transmogrification of savior's gold amulet of strength (+4).
You gain 0.25 gold from the transmogrification of gold amulet.
You gain 2.11 gold from the transmogrification of blink rune of the warrior (range 6; phase 19; cd 13).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Today is the 17th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Saving done.
Today is the 18th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
There is a A mysterious hole in the beach here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
There is a ladder to worldmap here (press '' or right click to use).





























































































