










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 19 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 19 on the 1st Haze 122nd year of Ascendancy at 14:36 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 47 (base 47) |
| Dexterity | 11 (base 11) |
| Constitution | 33 (base 33) |
| Magic | 13 (base 10) |
| Willpower | 26 (base 15) |
| Cunning | 15 (base 10) |
Resources
| Life | -268/613 |
| Stamina | 131/205 |
| Equilibrium | 0 |
| Healing Factor | 1.4289294477289 |
| Regeneration | 4.6440207051188 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 35 |
| Crit Chance | 40% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +6% |
| Nature | +6% |
| Mind | +23% |
| Physical | +9% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 27.08934837382 (81.151787968034%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 15 |
| Physical Save | 35 |
| Spell Save | 13 |
| Mental Save | 22 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Darkness | + 13%( 70%) |
| Light | + 18%( 70%) |
| Cold | + 10%( 70%) |
| Blight | + 10%( 70%) |
| Mind | + 17%( 70%) |
| Fire | + 29%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 32% |
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Constitution 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 physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| 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 137 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 568% 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 Constitution stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 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 |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) =Eden=2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 28% (based on Cunning). Uses 50 power out of 19/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Arandur the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 4 physical ----- def ----- Resists +3% blight Phys.save +12 (+6 eff.) Die.at -40.00 life Heal.mod +10% ---------- 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 | Elytira the Duathelward (0 def, 1 armour) =Every debuff=2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to reduce armor by 17% * 20% chance to slow global speed by 46% * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness Phys.save +11 (+5 eff.) A cap made of leather. |
| Tool | Droruildil [power 110] (13/15 cooldown) =3 wil=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Wil +3 Mag ---------- misc Stam/turn +2.00 Infravis +2 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 120 physical damage Puts all charms on 15 cooldown Dmg.mod: + 11% all for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +22% Rings make your fingers look great! |
| On fingers | copper ring 'Rainmire'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind Melee Ret 2 nature ----- def ----- Resists +11% mind +12% light +3% nature Max.HP +40.00 Heal.mod +5% Stun/Frz- +10% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Flashseam (139% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Master Power 139% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 fire On Crit.r2 +4 fire On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +19.0% Phys.pwr +9 (+3 eff.) Dmg.mod +6% fire ---------- misc Light +1 Massive two-handed swords. |
| On hands | Chillhunger the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% cold +9% physical ----- def ----- Armour +1 Resists +3% cold +21% fire Die.at -20.00 life HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | steel plate armour of Eyal (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Max.HP +20.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of metal plates. |
| Cloak | linen cloak 'Spidervenom' (1 def, 0 armour) =Light=2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% nature +6% mind ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 5.00% Max.HP +32.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Flashtaint'0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +15 (+8 eff.) Dmg.mod +6% mind Res.pen +25% fire ----- def ----- Resists +3% fire Mind.save +6 (+3 eff.) Confus- +10% Amulets make your neck look great! |
Inventory
copper amulet 'Emelevea' =3 light=0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Phys.save +11 (+5 eff.) Spell.save +10 (+8 eff.) Mind.save +11 (+6 eff.) ---------- misc Light +3 Infravis +2 Amulets make your neck look great! |
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 Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% 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! |
warbringer's steel greatsword (125% power, 2 apr) =Respen=3.0 T2 greatsword 2H weapon [Ego+] Master Power 125% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +9% physical ----- def ----- Disarm- +20% Massive two-handed swords. |
Yvadariada the iron plate armour (0 def, 7 armour) =2 cun=17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Cun ----- def ----- Armour +7 Fatigue +22% Resists +17% lightning +3% acid Phys.save +3 (+2 eff.) Spell.save +6 (+6 eff.) HP.reg +4.00 Confus- +20% A suit of armour made of metal plates. |
Lisunne1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +2 Wil dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +6% mind ----- def ----- Spell.save +6 (+6 eff.) ---------- misc Infravis +3 Size +1 A belt that goes around your waist. |
Xerymiba1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Phys.save +18 (+8 eff.) Poison- +20% Stun/Frz- +10% A belt that goes around your waist. |
rough leather belt 'Scabfoe'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% mind +20% nature ----- def ----- Crit.dmg- 5.00% Max.HP +52.00 Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
Belaratira the linen cloak (7 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Defense +7 (+7 eff.) Resists +9% darkness Phys.save +14 (+6 eff.) Die.at -20.00 life ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emolratha (1 def, 0 armour) =20 acc=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +1 Con dps ---------- Acc +20 (+8 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning Phys.save +6 (+3 eff.) Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Quenchstriker the linen cloak (7 def, 0 armour) =Def drop=2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind +6% cold Res.pen +10% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Defense +7 (+7 eff.) Phys.save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Huryduthad the Magmabreeze (10 def, 0 armour) =20 stun=2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Apr +2 ----- def ----- Defense +10 (+10 eff.) Resists +12% darkness Phys.save +7 (+4 eff.) HP.reg +4.00 Stun/Frz- +20% ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salyba the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +1 Mag dps ---------- Dmg.mod +3% physical Acc +15 (+6 eff.) Melee Ret 6 physical ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tidebright the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% Dmg.mod +9% acid +9% cold On Hit (Melee): * 10% chance to slow global speed by 46% * 20 arcane resource burn ----- def ----- Armour +4 Fatigue -2% Resists +3% acid +5% arcane +3% lightning Max.HP +35.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) =2 cun=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 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 39.95 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. |
Dawnveil (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +2 Dex dps ---------- Phys.pwr +10 (+3 eff.) Acc +16 (+6 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Resists +3% acid +3% light +3% darkness HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) =5 wil=1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 167.34 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+2 eff.) Spell.save +6 (+6 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
linen wizard hat 'Tulefang' (1 def, 0 armour) =2 cun=2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Con dps ---------- Crit.mult +5.00% Mind.pwr +15 (+8 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +1% physical Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.16 Max.stam +30.00 A pointy cloth hat, very wizardly... |
rough leather cap 'Radhehor' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +1% Resists +6% lightning Mind.save +9 (+5 eff.) Max.HP +60.00 Teleport- +20% A cap made of leather. |
iron helm 'Aeryrinn' (10 def, 3 armour) =3 wil=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Wil +2 Con dps ---------- Res.pen +5% physical ----- def ----- Armour +3 Defense +10 (+10 eff.) Fatigue +5% Crit.dmg- 15.00% ---------- misc Stam/ret +0.90 Equi/ret +0.80 Max.hate +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) =Light=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
11 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
75 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. |
Shineoath =Slow=2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 20% chance to slow global speed by 46% * 20 arcane resource burn ----- def ----- Resists +6% light ---------- 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. |
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.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tundrawrither =4 wil=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +9% cold ----- def ----- Resists +6% nature +9% cold +3% light +3% darkness Spell.save +3 (+3 eff.) ---------- 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 'Dazzleglean' =Armor drop=2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Resists +3% lightning +3% nature +15% light ---------- 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Urthuldil the steel torque of clear mind [power 2] (13/25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Wil dps ---------- Phasing +10% Melee Ret 2 arcane ---------- misc Max.vim +20.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Heal for 32. Res.pen: + 11% all for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Lyianen the Cornac Berserker level 18
72nd Dusk 122nd year of Ascendancy at 07:15 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lyianen the Cornac Berserker level 8
2nd Flare 122nd year of Ascendancy at 06:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lyianen the Cornac Berserker level 10
7th Dusk 122nd year of Ascendancy at 21:34 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Lyianen the Cornac Berserker level 19
1st Haze 122nd year of Ascendancy at 06:22 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Lyianen the Cornac Berserker level 19
1st Haze 122nd year of Ascendancy at 14:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lyianen the Cornac Berserker level 8
8th Flare 122nd year of Ascendancy at 11:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Lyianen the Cornac Berserker level 8
10th Flare 122nd year of Ascendancy at 06:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lyianen the Cornac Berserker level 16
36th Dusk 122nd year of Ascendancy at 16:24 see stats
Log
Melee retaliation hits Minotaur of the Labyrinth for 5 physical, 2 nature (7 total damage).
Minotaur of the Labyrinth hits Lyianen for 25 physical damage.
Melee retaliation hits War hound for 5 physical, 2 nature (7 total damage).
War hound hits Lyianen for 69 physical damage.
Green ooze's morale has been lowered.
Lyianen uses Death Dance.
Lyianen performs a melee critical strike against War hound!
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
Lyianen misses Giant spider.
Lyianen misses Something.
Lyianen performs a melee critical strike against Minotaur of the Labyrinth!
Minotaur of the Labyrinth is recovering from the damage!
Minotaur of the Labyrinth is dazed!
Minotaur of the Labyrinth is crippled.
Minotaur of the Labyrinth starts to bleed.
Lyianen hits Something for 5 fire, 5 fire (9 total damage).
Lyianen hits Giant spider for 5 fire, 5 fire (9 total damage).
Lyianen hits Minotaur of the Labyrinth for 4 fire, 563 physical, 4 fire, 4 fire (577 total damage).
Lyianen hits War hound for 500 physical damage.
Saletira the giant ice ant has regained its confidence.
Minotaur of the Labyrinth is not dazed anymore.
Lyianen killed War hound!
Deep Wound from Lyianen hits Minotaur of the Labyrinth for 82 physical damage.
Bleeding from Lyianen hits Minotaur of the Labyrinth for 117 physical damage.
Ritch flamespitter spits flames!
Ritch flamespitter hits Lyianen for 47 fire damage.
Lyianen the level 19 cornac berserker was combusted to death by a ritch flamespitter on level 2 of The Maze.
Lyianen's rage subsides!
Lyianen no longer revels in blood quite so much.

















































































