











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Wanderer |
| Level / Exp | 18 / 68% |
| Size | big |
| Lifes / Deaths | Killed by Eilineriama the sandworm destroyer at level 16 on the 12nd Dusk 122nd year of Ascendancy at 07:57 / 2Killed by Barno at level 18 on the 26th Dusk 122nd year of Ascendancy at 15:16 |
Primary Stats
| Strength | 54 (base 30) |
| Dexterity | 34 (base 24) |
| Constitution | 18 (base 12) |
| Magic | 38 (base 36) |
| Willpower | 18 (base 12) |
| Cunning | 17 (base 12) |
Resources
| Life | -129/579 |
| Paradox | 492 |
| Healing Factor | 1.2711363549267 |
| Regeneration | 18.113693057706 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 47 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 54 |
| Accuracy | 47 |
| Crit Chance | 12% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +3% |
| Temporal | +4% |
| Nature | +25% |
| Physical | +8% |
| Lightning | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +7% |
Defense: Base
| Armour (hardiness) | 25.5 (43.579428603723%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 37 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| 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 247 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Duelist | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Timethief | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Harmony | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 4/5 |
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 warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 have explored the Sandworm Lair and vanquished their Queen. * 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. | 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 |
Equipment
| On feet | Galeblood the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +2 Mag +1 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Infravis +2 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 | Oozeworm the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Mind.save +3 (+2 eff.) Max.HP +50.00 ---------- misc Equi/ret +0.04 Psi/ret +0.08 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Blindbane (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Dex +2 Wil dps ---------- Dmg.mod +3% light ----- def ----- Armour +4 Fatigue +4% Resists +18% light +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | temporal iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% temporal 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. |
| Tool | voratun pickaxe 'Aruyagen' (dig speed 14 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +5 Str +2 Dex dps ---------- Phys.pwr +8 (+3 eff.) Mov.spd +10% ----- def ----- Fatigue -9% Resists +6% nature Spell.save +12 (+5 eff.) HP.reg +4.00 Disease- +10% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | warrior's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% nature ----- def ----- Armour +6 Resists +22% nature Rings make your fingers look great! |
| Around neck | voratun amulet 'Cindervile'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -7% Resists +6% fire +3% light +6% darkness Phys.save +37 (+12 eff.) Spell.save +16 (+6 eff.) Mind.save +22 (+11 eff.) Die.at -40.00 life Max.HP +68.00 HP.reg +7.00 Disarm- +10% Amulets make your neck look great! |
| In main hand | dwarven-steel mace 'Lelubers' (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Phys.crit +4.0% Crit.mult +5.00% ----- def ----- Defense +15 (+8 eff.) Resists +6% fire Die.at -60.00 life Blunt and deadly. |
| Around waist | Betitta the Voidterror1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Infravis +3 Size +1 A belt that goes around your waist. |
| In off hand | warbringer's dwarven-steel dagger of phasing (20-25 power, 12 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +6.0% Atk.spd 100% Phasing +12% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +10% Sharp, short and deadly. |
| Cloak | enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Strikeclamor the dwarven-steel mail armour (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +10 Defense +3 (+2 eff.) Fatigue +12% Resists +15% acid +11% physical +10% darkness +3% mind Max.HP +54.00 Knockbk- +10% ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+8 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
copper ring 'Chalagund'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 13 ----- def ----- Resists +15% lightning +6% fire +3% temporal Phys.save +4 (+1 eff.) Rings make your fingers look great! |
savior's copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
acidic steel dagger of the mystic (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.pwr +7 (+3 eff.) Sharp, short and deadly. |
balanced steel dagger of vileness (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 17 While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +20% Sharp, short and deadly. |
arcing iron greatmaul of massacre (26-39 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 26.0 - 39.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 49 damage Massive two-handed mauls. |
arcing iron greatmaul of phasing (18-28 power, 10 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +0.5% Atk.spd 100% Phasing +16% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 49 damage Massive two-handed mauls. |
balanced steel greatmaul of massacre (37-56 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 37.0 - 55.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +29% Massive two-handed mauls. |
iron greatsword (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
dwarven-steel waraxe 'Elulevena' (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +4 mind On Hit: * 20% chance to reduce armor by 26% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +10% mind +5% acid Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 13 One-handed war axes. |
Splendourgrind the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% light Res.pen +15% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Resists +3% light Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Shimmerimmortal'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +3 Dex dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +5% lightning +15% mind ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Hate/m.crit +4.00 Size +1 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Freezepulverizer' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +10% cold ----- def ----- Armour +3 Fatigue +2% Resists +9% acid +6% light Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
Flashglamour (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil +3 Mag ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +6% cold +6% light +3% nature HP.reg +2.80 ---------- misc Stam/turn +0.70 Psi/turn +0.17 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. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +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. |
Glorina the Flamegrit (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Wil +3 Cun +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Mind.pwr +5 (+3 eff.) On Hit (Melee): * 10% chance to reduce armor by 26% ----- def ----- Armour +3 Fatigue +5% Resists +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Skysin the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +2 Cun +3 Con dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
iron mail armour of resilience (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +20.00 A suit of armour made of mail. |
prismatic iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% light +11% darkness A suit of armour made of mail. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
135 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. |
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. |
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 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
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.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
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. |
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. |
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. |
6 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. |
5 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. |
13 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. |
10 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. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Barno the Cornac Wanderer level 17
25th Dusk 122nd year of Ascendancy at 14:01 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Barno the Cornac Wanderer level 10
10th Mirth 122nd year of Ascendancy at 20:21 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Barno the Cornac Wanderer level 18
26th Dusk 122nd year of Ascendancy at 15:13 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Barno the Cornac Wanderer level 7
2nd Mirth 122nd year of Ascendancy at 20:04 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Barno the Cornac Wanderer level 7
1st Mirth 122nd year of Ascendancy at 07:31 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Barno the Cornac Wanderer level 16
12nd Dusk 122nd year of Ascendancy at 11:20 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Barno the Cornac Wanderer level 16
12nd Dusk 122nd year of Ascendancy at 07:57 see stats
Log
Barno's fire area effect hits Storm drake hatchling for 81 fire damage.
Barno's fire area effect hits Storm drake hatchling for 85 fire damage.
Barno's fire area effect killed Storm drake hatchling!
Storm drake misses Barno.
Barno Triggers an Anomaly! (Anomaly Quake).
Barno causes an earthquake.
You lose control and unleash an anomaly!
Storm drake is less vulnerable.
Storm drake is fully armored again.
Barno converts damage to paradox!
Storm drake hatchling hits Barno for (20 parried), (6 converted), 15 physical (15 total damage).
Storm drake hatchling hits Barno for (12 converted), 28 physical (28 total damage).
Barno converts damage to paradox!
Barno's fire area effect hits Storm drake hatchling for 85 fire damage.
Barno's fire area effect hits Storm drake hatchling for 85 fire damage.
Barno's fire area effect hits Storm drake hatchling for 85 fire damage.
Barno's fire area effect hits Storm drake hatchling for 85 fire damage.
Barno's fire area effect hits Storm drake hatchling for 85 fire damage.
Barno's fire area effect hits Storm drake hatchling for 85 fire damage.
Barno's fire area effect hits Storm drake hatchling for 85 fire damage.
Barno's fire area effect hits Storm drake hatchling for 85 fire damage.
Reality Smearing hits Barno for (19 converted) damage.
Barno's fire area effect hits Storm drake hatchling for 81 fire damage.
Barno's fire area effect hits Storm drake hatchling for 85 fire damage.
Barno's fire area effect hits Barno for 45 fire damage.
Barno's fire area effect hits Storm drake hatchling for 85 fire damage.
Barno's fire area effect hits Storm drake hatchling for 81 fire damage.
Barno's fire area effect hits Storm drake hatchling for 85 fire damage.
Barno's fire area effect hits Storm drake hatchling for 85 fire damage.
Barno the level 18 cornac wanderer was slowly cooked to death by himself in an act of extreme incompetence on level 1 of Intimidating Cave.































































































