










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 | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 21 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Saloda the hornet swarm at level 21 on the 24th Haze 122nd year of Ascendancy at 11:53 / 1 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 60 (base 50) |
| Willpower | 28 (base 13) |
| Cunning | 54 (base 39) |
Resources
| Life | -302/261 |
| Mana | 163/430 |
| Soul | 12/12 |
| Healing Factor | 1.2370588855781 |
| Regeneration | 7.7316180348632 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -1.7763568394003E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 34.753403342673 |
| See Invisible | 34.753403342673 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 19 |
| Crit Chance | 20% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +22% |
| Darkness | +19% |
| Fire | +12% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 41 |
| Mental Save | 27 |
Defense: Resistances
| Blight | + 34%( 70%) |
| Arcane | + 54%( 70%) |
| Cold | + 27%( 70%) |
| All | + 23%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 25%( 70%) |
| Mind | + 27%( 70%) |
| Fire | + 30%( 70%) |
| Lightning | + 32%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Teleport Resistance | 20% |
| Stun Resistance | 80% |
| Blind Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 400 damage for 5 turns. Its effects scale with your Magic stat. |
| 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 74 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 Cunning stat. |
| 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 717% 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 Cunning 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 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 |
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 |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Eclipsetorrent (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +1 Fatigue -5% Resists +3% cold +5% arcane +6% light Phys.save +6 (+3 eff.) Stun/Frz- +10% ---------- misc Max.enc +22 A pair of boots made of leather. |
| Light source | brass lantern 'Glubremira'2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +6% blight +3% darkness +6% mind Die.at -20.00 life HP.reg +4.00 Stun/Frz- +10% Teleport- +20% ---------- 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 | rough leather cap 'Chalozor' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness +3% cold Phys.save +9 (+5 eff.) Mind.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +20% A cap made of leather. |
| Tool | Starpunish (dig speed 32 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +2 Con ----- def ----- Resists +9% blight +3% temporal +5% arcane Heal.mod +15% Stun/Frz- +20% ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | copper ring 'Pyrepulverizer'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+3 eff.) Melee Ret 4 fire ----- def ----- Armour +6 Resists +5% arcane +6% light Knockbk- +10% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Runodunablek' =Spellpower/crit=1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Con dps ---------- S.pwr/crit +8 Melee Ret 4 blight ----- def ----- Max.HP +35.00 ---------- misc Mana/s.crit +2.00 Max.mana +100.00 A belt that goes around your waist. |
| In main hand | Aeramivena (111% power, 3 apr, physical element)3.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Mag +11 Wil +8 Cun dps ---------- Phys.crit +4.0% Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +13 Dmg.mod +15% physical ---------- misc Mana/turn +0.12 Talents +1 Command Staff This staff offers 15% bonus to physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 44.58 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +11 (+4 eff.) Dmg.mod +7% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+4 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 43 out of 18/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Around neck | grounding copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
warrior's gold ring of nature (+20%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% nature ----- def ----- Armour +6 Resists +20% nature Rings make your fingers look great! |
elm vilestaff 'Magmawinnow' (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +6% acid +16% fire +6% arcane Res.pen +10% fire Melee Ret 6 fire On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Defense +6 (+6 eff.) ---------- misc Light +3 Talents +1 Command Staff This staff offers 10% bonus to fire damage. (included above) Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 102.23 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
slime-covered steel greatmaul of erosion (132% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature/Disrupt Power 133% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 nature On Hit: * 10% chance to slow global speed by 47% Massive two-handed mauls. |
Glubeth the steel greatsword (133% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 134% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 nature While equipped: ----- def ----- Resists +9% mind +9% acid Phys.save +6 (+3 eff.) Max.HP +100.00 Heal.mod +5% Disease- +10% Massive two-handed swords. |
Boltobeisance the iron shield (0 def, 2 armour, 21 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +15% lightning ----- def ----- Armour +2 Fatigue +8% Resists +24% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
mindwoven linen robe of frost (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% cold ----- def ----- Resists +7% all +16% cold Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Alukhad the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +12% cold +12% darkness +12% light Acc +15 (+7 eff.) ----- def ----- Resists +1% physical +18% light +18% cold +18% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% HP.reg +3.80 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
Galadedil the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Res.pen +15% mind ----- def ----- Defense +10 (+10 eff.) Resists +6% blight Stealth +5 HP.reg +2.00 A belt that goes around your waist. |
Murkbender the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +6% darkness Res.pen +10% acid ----- def ----- Resists +3% fire Phys.save +6 (+3 eff.) Die.at -60.00 life Heal.mod +5% Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
grounding rough leather belt of unlife =Breath=1.0 T1 belt armor [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +6% blight +6% temporal +6% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Arthidin the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Str +3 Wil dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +20 (+15 eff.) Resists +9% cold Mind.save +9 (+4 eff.) Die.at -60.00 life Max.HP +63.00 A belt that goes around your waist. |
Sewersage the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +9% nature On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Splendourtrencher' (7 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Acc +5 (+2 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +8 Defense +7 (+7 eff.) Resists +12% lightning Phys.save +5 (+3 eff.) ---------- misc Light +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 'Zaneharakan' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Mag +4 Cun +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% mind +3% fire Crit.dmg- 5.00% Poison- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ravenpassion the cashmere cloak (22 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- Res.pen +10% darkness +20% physical ----- def ----- Defense +22 (+16 eff.) Max.HP +30.00 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 'Galesorrow' (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Phys.pwr +15 (+7 eff.) Melee Ret 4 lightning ----- def ----- Armour +2 Die.at -20.00 life ---------- misc Infravis +1 A pair of boots made of leather. |
Phlegmkiller the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.crit +3.0% Mind.crit +3% Phys.pwr +4 (+2 eff.) Dmg.mod +3% nature Res.pen +10% nature Apr +3 ----- def ----- Armour +3 Fatigue +2% ---------- misc Hate/m.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xytha the Pitchmoon (0 def, 6 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +7% acid +6% darkness On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Armour +6 Resists +7% acid +9% light Phys.save +3 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +6% acid ----- def ----- Armour +2 Fatigue +3% Resists +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Emurath' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +34 (+14 eff.) Res.pen +25% acid ----- def ----- Defense +1 (+1 eff.) Resists +6% acid A pointy cloth hat, very wizardly... |
Aravea the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +1% Crit.dmg- 10.00% Spell.save +3 (+1 eff.) Max.HP +60.00 ---------- misc Infravis +2 A cap made of leather. |
Blindbringer (1 def, 0 armour) =15sp=2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +11% light +6% arcane Res.pen +5% blight Melee Ret 2 acid 2 blight ----- def ----- Defense +1 (+1 eff.) Resists +16% light ---------- misc Light +2 A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+5 eff.) A cap made of leather. |
defender's iron helm (4 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +7 Defense +4 (+4 eff.) Fatigue +5% Resists +2% all Phys.save +5 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
4 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. |
5 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. |
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. |
3 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. |
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. |
104 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. |
Fogserpent2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind +6% darkness Res.pen +25% darkness Melee Ret 2 darkness ----- def ----- Resists +6% fire ---------- 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. |
Lisylaith the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +3% light +3% nature ---------- misc Light +5 Infravis +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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Xereseta2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +15% mind Melee Ret 6 mind ----- def ----- Crit.dmg- 15.00% Max.HP +46.00 Teleport- +20% ---------- misc Equi/ret +0.04 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Isugatta'2.0 T1 lite [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Dmg.mod +6% acid ----- def ----- Resists +6% acid Crit.dmg- 15.00% ---------- 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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful steel torque of psionic shield [power 43] (22 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 22 cooldown Dmg.mod: + 10% all for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Polota' [power 230] (13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Dex +3 Wil +1 Cun dps ---------- Dmg.mod +3% mind Melee Ret 2 mind ----- def ----- Mind.save +9 (+4 eff.) Max.HP +80.00 Blast the opponent's mind dealing 246 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Increase 2 buffs' duration by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Yvaraba' [power 116] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +25 (+12 eff.) Acc +5 (+2 eff.) Melee Ret 2 arcane Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown Increase 2 buffs' duration by 2. Natural totems are made by powerful wilders to store nature power. |
soothing ash wand of conjuration [power 165] (13 cooldown)2.0 T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 177 lightning damage Puts all charms on 13 cooldown Heal for 45. 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 Scuar the Higher Necromancer level 8
1st Summertide 122nd year of Ascendancy at 10:11 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Scuar the Higher Necromancer level 10
8th Flare 122nd year of Ascendancy at 23:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Scuar the Higher Necromancer level 20
70th Dusk 122nd year of Ascendancy at 03:35 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Scuar the Higher Necromancer level 20
14th Haze 122nd year of Ascendancy at 02:27 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Scuar the Higher Necromancer level 8
3rd Flare 122nd year of Ascendancy at 19:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Scuar the Higher Necromancer level 15
24th Dusk 122nd year of Ascendancy at 23:38 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Scuar the Higher Necromancer level 16
30th Dusk 122nd year of Ascendancy at 07:42 see stats
Log
Saloda the hornet swarm shares damage with his oozes!
Melee retaliation hits Saloda the hornet swarm for 1 blight, 1 fire, 1 blight, 1 fire (4 total damage).
Saloda the hornet swarm hits Scuar for 51 nature, 48 mind (99 total damage).
Scuar has temporarily forgotten Night Sphere for 4 turns!
Scuar speeds up.
Talent Black Ice is ready to use.
Scuar's spell attains critical power!
Scuar is surging arcane power.
Scuar unleashes a blast of frostdusk as he crosses the veil!
Saloda the hornet swarm shares damage with his oozes!
Saloda the hornet swarm's Beyond the Flesh hits Scuar for 63 physical damage.
Waking Nightmare from Xaneda the copperhead snake hits Scuar for 41 darkness damage.
Scuar hits Bloated ooze for 84 cold, 79 darkness (163 total damage).
Scuar hits Saloda the hornet swarm for 38 cold, 27 darkness (65 total damage).
Melee retaliation hits Saloda the hornet swarm for 1 blight, 1 fire (2 total damage).
Scuar killed Bloated ooze!
Ghost Walk is still on cooldown for 2 turns.
Scuar is confused and fails to use Recall Minions.
Saloda the hornet swarm uses Slime Spit.
Scuar deflects the projectile from Saloda the hornet swarm to the southeast!
Saloda the hornet swarm uses Mind Parasite.
Scuar is infected with a mind parasite.
Saloda the hornet swarm's Beyond the Flesh performs a melee critical strike against Scuar!
Saloda the hornet swarm shares damage with his oozes!
Melee retaliation hits Saloda the hornet swarm for 1 blight, 1 fire (2 total damage).
Saloda the hornet swarm's Beyond the Flesh hits Scuar for 58 physical damage.
Scuar the level 21 higher necromancer was shattered to death by Saloda the hornet swarm on level 1 of Old Forest.
Scuar talent 'Invoke Darkness' is disrupted by the mind parasite.
Scuar talent 'Command Staff' is disrupted by the mind parasite.






































































































