










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 | Ogre |
| Class | Sun Paladin |
| Level / Exp | 19 / 49% |
| Size | big |
| Lifes / Deaths | Killed by Xerubrera the green jelly at level 19 on the 38th Haze 122nd year of Ascendancy at 15:11 / 1 |
Primary Stats
| Strength | 56 (base 46) |
| Dexterity | 16 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 42 (base 40) |
| Willpower | 13 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | -221/674 |
| Positive | 30/104 |
| Stamina | 180/184 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 9.6757878779611 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 43 |
| Crit Chance | 19% |
| APR | 2 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 30.551211628464 (73.607947236566%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 26 |
| Physical Save | 31 |
| Spell Save | 30 |
| Mental Save | 18 |
Defense: Resistances
| Lightning | + 29%( 70%) |
| Light | + 9%( 70%) |
| Nature | + 6%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 6%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 86% |
| Confusion Resistance | 20% |
| Disarm Resistance | 28% |
| Silence Resistance | 43% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 235 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 439% 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. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 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 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 lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by Layyreriath the copperhead snake. Escort: repented thief (level 2 of Scintillating Caves) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed green worm. | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | Ivurilaith (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex +2 Wil ----- def ----- Armour +3 Fatigue +2% Crit.dmg- 15.00% Silence- +23% Confus- +20% Stun/Frz- +20% ---------- misc Light +3 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Xeruwe2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% acid ----- def ----- Defense +5 (+3 eff.) Resists +3% nature Max.HP +80.00 HP.reg +2.00 Knockbk- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Nasakalthokor the rough leather cap (25 def, 5 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +5 Defense +25 (+10 eff.) Fatigue +1% Resists +6% light Die.at -60.00 life A cap made of leather. |
| Tool | Galeenvy [power 260] (3/20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 10 lightning ----- def ----- Resists +3% lightning Die.at -60.00 life Def/telep +15 Res/telep +15% Dur/telep +15% Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Reduce 2 talent CDs by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+4 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
| On fingers | Tulolatharand0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +4 Spell.save +13 (+6 eff.) HP.reg +3.00 Stun/Frz- +24% ---------- misc Psi/ret +0.12 Hate/m.crit +1.00 Max.stam +11.00 Max.psi +10.00 Rings make your fingers look great! |
| Around waist | blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+4 eff.) Resists +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | steel greatmaul 'Drefang' (133% power, 2 apr) =Accuracy=5.0 T2 greatmaul 2H weapon [Random Unique] Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 14 On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Dex dps ---------- Phys.crit +9.0% Phys.pwr +10 (+3 eff.) Phys.spd +10% Acc +23 (+7 eff.) ----- def ----- Defense +9 (+4 eff.) Resists +9% lightning +6% fire +3% nature +3% light Disarm- +28% Massive two-handed mauls. |
| On hands | Brenegrim the Boltstun (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Die.at -80.00 life HP.reg +3.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | fortifying steel plate armour of stability (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +9 Fatigue +22% Resists +6% physical Phys.save +10 (+5 eff.) Max.HP +36.00 A suit of armour made of metal plates. |
| Cloak | Balytovon (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Crit.mult +5.00% ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 5.00% Max.HP +60.00 Silence- +20% 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 amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
Inventory
teleportation rune (range 32; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 32 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
warrior's copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
marksman's copper ring of power =3 dex=0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +7 (+4 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
marksman's copper ring of tenacity =3 dex=0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +20.00 Disarm- +24% Pinning- +20% Knockbk- +23% Rings make your fingers look great! |
rogue's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Mind.save +6 (+4 eff.) Confus- +20% Rings make your fingers look great! |
savior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Max.HP +22.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
Glytha (128% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 128% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +9.5% Atk.spd 100% Melee+ +8 acid While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Resists +3% nature Heal.mod +10% Stun/Frz- +10% Massive two-handed battleaxes. |
Ce'Nibrenn (132% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 133% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +10 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex dps ---------- Phys.crit +10.0% Spell.crit +2% Phys.spd +10% Dmg.mod +3% blight Res.pen +5% blight Acc +13 (+4 eff.) ---------- misc Vim/s.crit +2.00 Massive two-handed mauls. |
River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 8.66 cold damage and 8.66 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Shantiz the Stormblade (111% power, 20 apr) =20 dex=1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr) =8 dex=1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+6 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Stokehacker (0 def, 6 armour, 142% power, 71 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 142% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +71 On Hit.r1 +12 fire On Crit.r2 +20 fire While equipped: dps ---------- Melee+ 7 fire Melee Ret 1 fire ----- def ----- Armour +6 Fatigue +8% Resists +6% lightning ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
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. |
Purefear the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 6 light 6 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Resists +6% nature Max.HP +30.00 A belt that goes around your waist. |
Taintlord =Crit=1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Crit.mult +16.00% Phys.pwr +3 (+1 eff.) Dmg.mod +9% nature ----- def ----- Armour +2 Resists +3% nature +2% physical A belt that goes around your waist. |
Windspiker the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 fire On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Resists +3% nature +6% acid HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
rough leather belt 'Blazevein'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Mag +2 Wil dps ---------- Dmg.mod +12% lightning Melee Ret 6 mind ----- def ----- Defense +10 (+5 eff.) Stealth +6 A belt that goes around your waist. |
Forestking the linen cloak (1 def, 5 armour) =4 con=2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Con +3 Mag ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +3% nature +11% cold ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duvirand (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Resists +3% blight +2% physical Phys.save +6 (+3 eff.) Silence- +20% ---------- misc Max.enc +20 A pair of boots made of leather. |
Lisara the Oozewreath (10 def, 1 armour) =2 con=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Crit.mult +15.00% Dmg.mod +3% nature +3% physical ----- def ----- Armour +1 Defense +10 (+5 eff.) Resists +6% nature Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. A pair of boots made of leather. |
Naturefiend the pair of rough leather boots (0 def, 1 armour) =4 dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +6 Lck dps ---------- Mind.crit +3% ----- def ----- Armour +1 Resists +3% nature Stealth +6 ---------- misc Equi/ret +0.08 Max.hate +2.00 A pair of boots made of leather. |
Barizilavon (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +8 Str +2 Dex +3 Mag +3 Wil +3 Cun ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Issigakalthofast (0 def, 3 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +3 Wil +3 Mag dps ---------- Dmg.mod +4% arcane +12% blight Res.pen +5% blight ----- def ----- Armour +3 Mind.save +9 (+5 eff.) Heal.mod +10% 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. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
brawler's hardened leather gloves of strength (+7) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +7 Str +3 Dex +2 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Phys.save +10 (+5 eff.) ---------- misc Cooldown Double Strike -1 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. |
iron gauntlets of dexterity (+3) (0 def, 1 armour) =3 dex=1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Icequarry the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +7% temporal +9% cold +3% fire ---------- misc Hate/m.crit +2.00 A cap made of leather. |
Flameminister the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 39% * 10% chance to reduce armor by 27% ----- def ----- Armour +3 Fatigue +5% Resists +6% light +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Islarin' (0 def, 3 armour) =20 confus=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +3% cold +6% acid Crit.dmg- 5.00% Disease- +10% Disarm- +10% Confus- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Lightedge' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +9% light Res.pen +10% light Melee Ret 2 light 2 lightning ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 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. |
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. |
7 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
186 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. |
Obsidianonslaught =Light=2.0 T1 lite [Rare] Master While equipped: Stats +3 Dex +1 Wil dps ---------- Melee Ret 2 darkness ----- def ----- Resists +9% fire ---------- misc Light +8 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. |
Rhyrig2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +2 Cun +1 Con dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Max.HP +43.00 ---------- misc Light +4 Infravis +1 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 of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Corpsekiss the iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Dmg.mod +6% nature Res.pen +20% arcane Melee Ret 2 fire ----- def ----- Resists +9% nature ---------- misc Max.vim +10.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 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 +10% nature 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 (+3 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 (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. |
Nimbusdream the yew wand of shielding [power 284] (3/20 cooldown) =20 confuse=2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 4 lightning ----- def ----- Resists +6% mind +6% cold Spell.save +9 (+4 eff.) HP.reg +4.00 Confus- +20% Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Gain 23% evasion 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 Impar the Ogre Sun Paladin level 8
4th Flare 122nd year of Ascendancy at 04:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Impar the Ogre Sun Paladin level 10
8th Dusk 122nd year of Ascendancy at 18:53 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Impar the Ogre Sun Paladin level 8
10th Flare 122nd year of Ascendancy at 08:48 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Impar the Ogre Sun Paladin level 8
1st Dusk 122nd year of Ascendancy at 19:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Impar the Ogre Sun Paladin level 14
67th Dusk 122nd year of Ascendancy at 20:09 see stats
Log
Xerubrera the green jelly performs a melee critical strike against Impar!
Xerubrera the green jelly performs a melee critical strike against Impar!
Impar is silenced!
Impar deactivates Second Life.
Impar's Second Life has been deactivated!
Impar has been healed by a blast of positive energy!
The unstable sand tunnel collapses!
Melee retaliation hits Xerubrera the green jelly for 10 lightning, 10 lightning (20 total damage).
Impar receives 98 healing.
Xerubrera the green jelly hits Impar for 36 nature, 3 nature, 46 nature, 0 nature (86 total damage).
Impar hits Xerubrera the green jelly for (22 parried), 98 physical, 18 light (116 total damage).
Talent Healing Light is ready to use.
Talent Bathe in Light is ready to use.
Deadly Poison from Xerubrera the green jelly hits Impar for 57 nature damage.
Poison from Xerubrera the green jelly hits Impar for 28 nature damage.
Xerubrera the green jelly performs a melee critical strike against Impar!
Melee retaliation hits Xerubrera the green jelly for 10 lightning, 10 lightning (20 total damage).
Xerubrera the green jelly hits Impar for 34 nature, 4 nature, 34 nature, 4 nature (75 total damage).
The demonic soul releases a burst of fire around Xerubrera the green jelly!
Xerubrera the green jelly's is vulnerable to attacks and effects!
The unstable sand tunnel collapses!
Demonic Soul hits Xerubrera the green jelly for 29 fire damage.
Impar hits Xerubrera the green jelly for (22 parried), 63 physical, 18 light (81 total damage).
Xerubrera the green jelly is not stunned anymore.
Poison bursts out of Impar's corpse!
Deadly Poison from Xerubrera the green jelly hits Impar for 113 nature damage.
Poison from Xerubrera the green jelly hits Impar for 55 nature damage.
Impar the level 19 ogre sun paladin was naturalised to death by Xerubrera the green jelly on level 1 of Sandworm lair.

























































































