










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:
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 | Male |
| Race | Drem |
| Class | Doombringer |
| Level / Exp | 19 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 19 on the 34th Dearth 122nd year of Ascendancy at 12:15 / 1 |
Primary Stats
| Strength | 41 (base 30) |
| Dexterity | 16 (base 15) |
| Constitution | 14 (base 12) |
| Magic | 53 (base 47) |
| Willpower | 9 (base 10) |
| Cunning | 14 (base 12) |
Resources
| Life | -137/690 |
| Mana | 111/203 |
| Stamina | 124/174 |
| Vim | 12/180 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 4.4084805152513 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 38 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Nature | +3% |
| Temporal | +4% |
| Darkness | +5% |
| Fire | +61% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Cold | +20% |
| Arcane | +25% |
| Fire | +25% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 28.317011280365 (72.903125182002%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 10 |
| Physical Save | 22 |
| Spell Save | 32 |
| Mental Save | 13 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 9%( 70%) |
| All | 0%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 9%( 70%) |
| Lightning | + 10%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 44% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 34 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.41 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 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 lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: * You've found the needed chunk of ghoul flesh. * You've found the needed sandworm tooth. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 within | done |
Equipment
| On feet | Obsidianworm (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +5% fire Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 6% ----- def ----- Armour +7 Fatigue +2% Resists +3% temporal ---------- misc Stam/turn +0.40 Max.stam +10.00 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 +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Berehek the Shiverwyrd (1 def, 0 armour) =Fire dmg=2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% cold +9% fire Res.pen +20% cold ----- def ----- Defense +1 (+1 eff.) Resists +9% cold +3% fire Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | Lavabraze the iron pickaxe (dig speed 39 turns) =Fire dmg=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% nature +9% fire Melee Ret 2 fire ----- def ----- Fatigue -4% Resists +3% acid +9% fire +3% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Floewell the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold +10% fire Res.pen +5% mind +25% arcane Melee Ret 8 mind 2 cold ----- def ----- Resists +20% fire Rings make your fingers look great! |
| On fingers | copper ring 'Shockflash'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +1 Mag dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +12% lightning ----- def ----- HP.reg +2.00 Stun/Frz- +23% ---------- misc Infravis +1 Rings make your fingers look great! |
| Around waist | Charsweep the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +5% arcane +6% light Max.HP +113.00 ---------- misc Equi/ret +0.04 A belt that goes around your waist. |
| In main hand | Glowslice the ash vilestaff (122% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 122% 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: dps ---------- Spell.crit +6% Spell.pwr +11 (+4 eff.) Dmg.mod +21% fire Melee Ret 6 light On Hit (Melee): * 20% chance to reduce damage dealt by 6% ----- def ----- Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+5 eff.) ---------- misc Light +1 Talents +1 Command Staff This staff offers 21% bonus to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Nerunor' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Con dps ---------- Melee+ 7 darkness 7 temporal Ranged+ 6 temporal Dmg.mod +5% darkness +4% temporal ----- def ----- Armour +2 Resists +6% darkness +6% temporal HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +13.00 Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | steel mail armour 'Pyreminister' (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +20% fire ----- def ----- Armour +11 Defense +2 (+2 eff.) Fatigue +12% Resists +6% arcane +6% fire +12% light +10% darkness Spell.save +12 (+6 eff.) A suit of armour made of mail. |
| Cloak | Bregodunayon the Dawnpeal (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 10 light 2 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Defense +1 (+1 eff.) Resists +3% light +6% blight Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of mastery (0.11 Corruption / Shadowflame)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% ---------- misc Masteries +0.11 Corruption/Shadowflame Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 711%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 711% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs =Blind=0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+5 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... |
clarifying copper amulet of constitution (+3) =3 con=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
copper ring 'Polawyn' =5 str=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +5 Str +1 Dex +1 Mag dps ---------- Mind.crit +2% Dmg.mod +11% nature ----- def ----- Resists +22% nature +5% arcane ---------- misc Max.hate +2.00 Rings make your fingers look great! |
psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+6 eff.) HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
Uluroddadur =9 dex=0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Dex +1 Wil +7 Cun dps ---------- Melee+ 5 physical Ranged+ 9 physical Dmg.mod +10% lightning Acc +5 (+2 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 6 On Hit (Ranged): * 11% chance to reduce all saves and defense by 6 ----- def ----- Resists +20% lightning ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Light +1 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! |
Vargh Redemption =6 con=0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.07 cold and 7.20 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
ash vilestaff (111% power, 3 apr, acid element)5.0 T2 staff 2H weapon [Normal] 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: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% acid ---------- misc Talents +1 Command Staff This staff offers 15% bonus to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
acidic steel battleaxe of massacre (138% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
steel greatmaul 'Borinik' (144% power, 2 apr) =Mana gain=5.0 T2 greatmaul 2H weapon [Random Unique] Nature/Master Power 144% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 nature While equipped: Stats +1 Cun +3 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +14% ---------- misc Mana/turn +0.12 Max.vim +20.00 Massive two-handed mauls. |
Sootripper the dwarven-steel greatmaul (150% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 151% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +8 mind While equipped: Stats +1 Cun dps ---------- Crit.mult +20.00% Dmg.mod +3% temporal Res.pen +16% physical Acc +14 (+5 eff.) Apr +10 ----- def ----- Resists +6% darkness ---------- misc Max.hate +10.00 Massive two-handed mauls. |
Zadas the steel greatsword (126% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +16 acid On Crit.r2 +4 temporal On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% blight +25% temporal Massive two-handed swords. |
steel waraxe (111% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe (105% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Bogfear (116% power, 6 apr) =2 dex=1.0 T2 dagger 1H weapon [Random Unique] Disrupt/Master/Psionic Power 116% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 mind On Hit: * 12% chance to reduce all saves and defense by 6 While equipped: Stats +2 Dex +3 Wil +2 Cun dps ---------- Res.pen +20% nature Acc +10 (+4 eff.) ----- def ----- Resists +9% acid +8% lightning +10% cold +8% fire +4% all Spell.save +5 (+2 eff.) Sharp, short and deadly. |
hardened leather sling 'Smearnoon'4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +10 cold On Hit.r1 +8 arcane On Hit: * 20% chance to slow global speed by 31% While equipped: dps ---------- Dmg.mod +9% acid +11% cold Res.pen +10% arcane On Hit (Ranged): * 10% chance to slow global speed by 31% ----- def ----- Resists +6% nature Slings are used to hurl stones or metal shots at your foes. |
rejuvenating hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +5% physical Phys.save +13 (+6 eff.) HP.reg +3.60 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
Cuthysahir (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +18% lightning +5% arcane Spell.save +15 (+7 eff.) Mind.save +9 (+8 eff.) HP.reg +4.00 Poison- +20% Disarm- +20% Pinning- +10% A suit of armour made of mail. |
iron mail armour of delving (2 def, 4 armour) =5 str=14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +12% darkness +6% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
iron plate armour 'Dagigar' (0 def, 7 armour) =3 dex=17.0 T1 massive armor Reqs Massive armour training [Rare] Arcane While equipped: Stats +1 Str +3 Dex +3 Wil +4 Cun ----- def ----- Armour +7 Fatigue +22% Resists +6% arcane +3% mind Spell.save +11 (+5 eff.) A suit of armour made of metal plates. |
Prismminister (1 def, 0 armour) =2 str 4 dex 3 con=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Dex +1 Cun +3 Con dps ---------- Dmg.mod +3% fire Melee Ret 4 light ----- def ----- Defense +1 (+1 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +11% darkness +11% temporal Def/telep +12 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Araromiblek' (10 def, 1 armour) =5 dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Dex +1 Mag +2 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Defense +10 (+10 eff.) Phys.save +3 (+1 eff.) ---------- misc Infravis +1 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 83% 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. A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Snowwild the pair of iron boots (0 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +5% cold ----- def ----- Armour +9 Fatigue +2% Resists +3% darkness Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Die.at -20.00 life Heal.mod +20% Disarm- +10% 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 'Ulylazilarek' (0 def, 1 armour) =3 str=1.0 T1 hands armor [Rare] Arcane While equipped: Stats +3 Str +3 Mag dps ---------- Phys.crit +2.0% Phys.pwr +10 (+4 eff.) Dmg.mod +5% arcane +6% physical ----- def ----- Armour +1 Resists +2% physical 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. |
Aryyawen (5 def, 1 armour) =1 dex=1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +2 Wil dps ---------- Phys.crit +2.0% Mind.pwr +15 (+12 eff.) Melee+ 7 cold Dmg.mod +4% cold ----- def ----- Armour +1 Defense +5 (+5 eff.) Fatigue +1% Resists +6% cold Phys.save +6 (+3 eff.) Die.at -20.00 life 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. |
spellwoven linen wizard hat of the mind (+11%) (1 def, 0 armour) =Mana gain=2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +11% mind ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
Emariada (0 def, 1 armour) =1 con=2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Con dps ---------- Phys.crit +1.0% Apr +3 ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal +6% mind ---------- misc Stam/turn +1.00 A cap made of leather. |
rough leather cap of ire (0 def, 1 armour) =Anti-dodge=2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+2 eff.) Mind.save +5 (+5 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour) =3 str=2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) A cap made of leather. |
Dairydunadig the Cloudbutcher (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Dmg.mod +21% lightning Res.pen +10% mind ----- def ----- Defense +2 (+2 eff.) Resists +5% lightning +8% temporal ---------- misc Hate/m.crit +2.00 A pointy cloth hat, very wizardly... |
Frigidmaim (0 def, 3 armour) =3 dex=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +15% cold Apr +4 On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +3% fire +5% arcane +3% temporal Spell.save +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Borygund' (0 def, 4 armour) =Water=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +11% cold Silence- +20% Disarm- +20% Confus- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
2 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 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
228 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. |
Nerymira the brass lantern =4 dex=2.0 T1 lite [Rare] Master While equipped: Stats +4 Dex ----- def ----- Resists +3% blight +5% arcane +3% light ---------- misc Light +6 Infravis +1 See.Invis +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. |
brass lantern 'Glima' =1 str=2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +6% acid On Hit (Melee): * 20% chance to slow global speed by 31% ----- def ----- Resists +9% acid Mind.save +6 (+6 eff.) ---------- misc Light +6 Infravis +1 See.Stealth +8 See.Invis +7 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. |
Nightripper the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Resists +9% blight +9% light +9% darkness Max.HP +45.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+3 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 28 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
powerful elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Dmg.mod: + 10% all for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dinci the Drem Doombringer level 9
35th Profit 122nd year of Ascendancy at 06:24 see stats
Fast Curse Dispel (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Dinci the Drem Doombringer level 9
35th Profit 122nd year of Ascendancy at 06:24 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dinci the Drem Doombringer level 10
42nd Profit 122nd year of Ascendancy at 00:14 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dinci the Drem Doombringer level 8
6th Profit 122nd year of Ascendancy at 15:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dinci the Drem Doombringer level 8
4th Profit 122nd year of Ascendancy at 21:30 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dinci the Drem Doombringer level 18
26th Dearth 122nd year of Ascendancy at 08:12 see stats
Log
Talent Rush is ready to use.
Talent Abduction is ready to use.
Gunsnake shoots!
Your shield crumbles under the damage!
The shield around Dinci crumbles.
Gunsnake's Shoot hits Dinci for (9 abyssal shield), (34 absorbed), 21 physical (21 total damage).
Gunsnake's Shoot hits Dinci for (8 abyssal shield), 56 physical (56 total damage).
Gunsnake shoots!
Dinci casts Abduction.
Dinci performs a melee critical strike against Gunsnake!
Gunsnake is disabled.
Gunsnake is on fire!
Gunsnake's is surrounded with an all-consuming flame!
Dinci misses Gunsnake.
Evasive Shots fires a retaliatory shot at Dinci!
Dinci is knocked back!
Gunsnake's Evasive Shots hits Dinci for (4 abyssal shield), 101 physical (101 total damage).
Dinci hits Gunsnake for (29 flat reduction), 47 physical, (5 flat reduction), 0 temporal, (7 flat reduction), 0 darkness, (22 flat reduction), 0 fire (47 total damage).
Gunsnake uses Startling Shot.
Gunsnake misses his shot.
Dinci receives 1 healing from Devouring flames from Dinci.
Burning from Dinci hits Gunsnake for (6 flat reduction), 0 fire (0 total damage).
Dinci rushes out!
Dinci misses Gunsnake.
Evasive Shots fires a retaliatory shot at Dinci!
Gunsnake's Evasive Shots performs a ranged critical strike against Dinci!
Gunsnake's Evasive Shots hits Dinci for (4 abyssal shield), 629 physical (629 total damage).
Dinci the level 19 drem doombringer was mauled to death by Gunsnake on level 1 of The Maze.







































































































