













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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.
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. 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 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 | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Skirmisher |
| Level / Exp | 25 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Islorin the skeleton magus at level 25 on the 10th Gold 123rd year of Ascendancy at 22:14 / 1 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 52 (base 38) |
| Constitution | 26 (base 10) |
| Magic | 52 (base 46) |
| Willpower | 22 (base 11) |
| Cunning | 44 (base 29) |
Resources
| Life | -82/731 |
| Stamina | 101/202 |
| Healing Factor | 1.4516586254954 |
| Regeneration | 37.732900809105 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 7 |
| See Stealth | 50.634550475236 |
| See Invisible | 50.634550475236 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 47 |
| Crit Chance | 34% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | +17% |
| Nature | +44% |
| Cold | +18% |
| All | +5% |
Offense: Damage Penetration
| Physical | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 32.719009130622 (56.026343845506%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0.92380522168512 |
| Physical Save | 44 |
| Spell Save | 53 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 18%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 20%( 70%) |
| Temporal | + 25%( 70%) |
| Lightning | + 35%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Silence Resistance | 31% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Stun Resistance | 44% |
| Poison Resistance | 48% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 344 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: 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 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Poisons | 2.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Maze and vanquished the Minotaur. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Silence- +31% Confus- +22% Stun/Frz- +23% Disengage: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 181% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Erelerig (15/23, 38-45 power, 8 apr)3.0 T3 shot ammo [Random Unique] Arcane/Master/Psionic Power 37.5 - 45.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +8 Crit +10.0% Capacity 23 Proj.spd +200% Ranged+ +12 cold +8 mind +11 physical On Hit.r1 +16 mind On Crit.r2 +12 mind On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | Gladhekira the Glimmerorder (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Melee+ 10 acid Dmg.mod +6% acid +12% light Melee Ret 4 arcane ----- def ----- Armour +2 Resists +7% acid Spell.save +15 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +40.00 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. |
| Tool | Voredagamina [power 110] (2/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Defense +15 (+5 eff.) Resists +3% acid Mind.save +6 (+2 eff.) Max.HP +40.00 Heal.mod +5% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 116 physical damage Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Arthelarion0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Crit.mult +10.00% Phys.pwr +18 (+6 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +9 (+4 eff.) Dmg.mod +5% all Res.pen +5% physical Apr +3 ----- def ----- Spell.save +8 (+2 eff.) HP.reg +4.00 Stun/Frz- +21% Rings make your fingers look great! |
| On fingers | copper ring 'Fulisaharadar'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +3 Cun +3 Con dps ---------- Crit.mult +5.00% Melee Ret 2 physical ----- def ----- Armour +2 Phys.save +6 (+2 eff.) ---------- misc Stam/turn +1.00 Light +3 Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | ranger's cured leather sling of cold4.0 T2 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +6 cold While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% cold Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Frigidblow the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +3 Cun +6 Lck dps ---------- Phys.crit +5.0% Crit.mult +9.00% Phys.pwr +5 (+1 eff.) Dmg.mod +3% cold Melee Ret 4 cold ----- def ----- Resists +6% acid +6% temporal +9% nature Stealth +10 HP.reg +2.40 Heal.mod +27% ---------- misc T.Disarm +17 Infravis +5 A belt that goes around your waist. |
| In off hand | Siliwyn the dwarven-steel shield (15 def, 6 armour, 37-44 power, 94 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 37.0 - 44.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +94 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+2 eff.) Melee Ret 2 arcane ----- def ----- Armour +6 Defense +15 (+5 eff.) Fatigue +8% Resists +7% acid +7% fire +27% lightning +8% cold Poison- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +10% darkness +10% temporal Def/telep +10 Res/telep +10% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant cashmere robe of nature (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +19% nature ----- def ----- Resists +15% nature +11% all Poison- +28% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
regeneration infusion (heal 140; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 140 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions Press to compare to your current inscriptions |
shatter afflictions rune (absorb 56; 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 Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 399; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 399 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 59; cd 11)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions Press to compare to your current inscriptions |
Emeloyana0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- On Hit (Melee): * 10 arcane resource burn * 20% chance to reduce armor by 31% ----- def ----- Resists +6% acid +3% cold Spell.save +15 (+5 eff.) Amulets make your neck look great! |
Gleamvalor the steel amulet0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +6% physical +5% darkness +6% fire +5% temporal +14% light Res.pen +15% light Melee Ret 4 cold ----- def ----- Resists +15% cold +12% fire ---------- misc Light +3 Amulets make your neck look great! |
Burntreason0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +4.0% Crit.mult +5.00% Dmg.mod +6% physical +6% fire Acc +7 (+3 eff.) ----- def ----- Resists +1% physical Die.at -80.00 life Rings make your fingers look great! |
savior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
Jetsteel0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +5 Wil +5 Cun dps ---------- Mind.pwr +9 (+4 eff.) Res.pen +10% fire ----- def ----- Resists +6% darkness Crit.chn- 15.00% ---------- misc See.Invis +15 Rings make your fingers look great! |
Hellsvengeance the steel greatmaul (30-44 power, 6 apr)5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 29.5 - 44.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +1.0% Atk.spd 100% Phasing +30% On Hit.r1 +16 cold +12 physical On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 While equipped: Stats +4 Con ----- def ----- Resists +6% fire Massive two-handed mauls. |
Ademina the Glintdare (14-20 power, 9 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +4.0% Atk.spd 100% Melee+ +11 cold On Hit.r1 +16 light While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Die.at -40.00 life ---------- misc Light +3 One-handed war axes. |
flaming steel waraxe of massacre (18-26 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +6 fire One-handed war axes. |
Mardotir the Singefiend (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun +4 Str dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) Res.pen +10% fire +15% physical ----- def ----- Defense +5 (+2 eff.) Die.at -60.00 life ---------- misc Max.stam +30.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty cured leather sling of acid4.0 T2 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +11% acid Slings are used to hurl stones or metal shots at your foes. |
Baremarain (21/21, 22-26 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 21.5 - 25.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 21 Ranged+ +8 blight On Hit.r1 +20 blight On Hit: * 20% chance to reduce all saves and defense by 21 On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of iron shots of amnesia (13/13, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego+] Psionic Power 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 13 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
tundral pouch of iron shots of erosion (21/21, 14-17 power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 21 Ranged+ +6 nature +8 cold On Crit.r2 +6 cold Shots are used with slings to pummel your foes to death. |
Mihor the Raingash (0 def, 4 armour, 14-17 power, 43 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 Melee+ +8 nature While equipped: Stats +2 Str +2 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +5% acid +3% darkness +25% fire +8% cold +6% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +7% all Max.HP +47.00 HP.reg +1.50 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Getendil' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +22% cold Res.pen +5% arcane Melee Ret 6 arcane ----- def ----- Resists +5% blight +33% cold +9% all Max.HP +49.00 HP.reg +1.90 Heal.mod +10% ---------- misc Mana/s.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of lightning (+24%) (0 def, 0 armour) =lightning=2.0 T3 cloth armor [Ego+] Arcane/Nature While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) Dmg.mod +16% lightning +9% temporal +10% arcane ----- def ----- Resists +24% lightning +11% all ---------- misc Max.mana +49.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Darkstreak the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Res.pen +20% light Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +19% acid +6% light +12% darkness ---------- misc Light +1 A suit of armour made of leather. |
Golle (6 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% lightning +6% temporal +24% darkness +20% blight +3% nature Spell.save +6 (+2 eff.) ---------- misc Light +3 A suit of armour made of leather. |
Eilinylaith the Glowwolf (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Mind.crit +2% Dmg.mod +12% light ----- def ----- Armour +9 Fatigue +22% Resists +6% fire +17% temporal ---------- misc Max.hate +6.00 Max.psi +30.00 A suit of armour made of metal plates. |
Frigidvice =4 mag=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Melee Ret 2 arcane ----- def ----- Resists +6% light +2% physical Mind.save +3 (+1 eff.) ---------- misc Mana/turn +0.12 Max.mana +20.00 A belt that goes around your waist. |
Lisenne1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +3% acid +3% fire +3% mind Max.HP +30.00 HP.reg +4.00 A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +5% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Winddare the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +6% arcane Res.pen +5% arcane On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +3 Fatigue +2% Resists +3% nature +9% fire Phys.save +6 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Mana/s.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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. |
Cleansestreak (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 acid Dmg.mod +7% acid +9% nature Res.pen +5% lightning Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +2 Resists +8% acid +3% lightning 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. |
elven-silk wizard hat 'Beritir' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +3 Mag dps ---------- Mind.crit +3% Mind.pwr +7 (+3 eff.) Dmg.mod +14% lightning +11% physical +14% darkness +9% blight +15% nature Res.pen +25% arcane ----- def ----- Defense +3 (+1 eff.) Resists +21% lightning +12% physical +22% nature +9% darkness ---------- misc Mana/turn +0.08 Max.hate +12.00 A pointy cloth hat, very wizardly... |
Flashwake the rough leather cap (0 def, 1 armour) =4 mag=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +4 Mag +2 Wil dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +1 Infravis +2 A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Erelinarirain (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.pwr +20 (+6 eff.) ----- def ----- Fatigue -5% Resists +3% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shadesorrow (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +3 (+1 eff.) Melee Ret 2 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- 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 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Aznkat the Dwarf Skirmisher level 11
12nd Profit 122nd year of Ascendancy at 16:05 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Aznkat the Dwarf Skirmisher level 24
4th Shortage 122nd year of Ascendancy at 01:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Aznkat the Dwarf Skirmisher level 10
4th Profit 122nd year of Ascendancy at 11:47 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Aznkat the Dwarf Skirmisher level 20
3rd Loss 122nd year of Ascendancy at 23:36 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Aznkat the Dwarf Skirmisher level 24
10th Shortage 122nd year of Ascendancy at 13:55 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Aznkat the Dwarf Skirmisher level 6
19th Voratun 122nd year of Ascendancy at 04:46 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Aznkat the Dwarf Skirmisher level 11
6th Profit 122nd year of Ascendancy at 01:26 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aznkat the Dwarf Skirmisher level 25
42nd Steel 123rd year of Ascendancy at 15:40 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Aznkat the Dwarf Skirmisher level 11
25th Profit 122nd year of Ascendancy at 03:00 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Aznkat the Dwarf Skirmisher level 24
4th Shortage 122nd year of Ascendancy at 23:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Aznkat the Dwarf Skirmisher level 18
35th Dearth 122nd year of Ascendancy at 12:26 see stats
Log
Burning from Skeleton mage hits Aznkat for 74 fire damage.
Islorin the skeleton magus hits Aznkat for 106 darkness damage.
Vulnerability Poison from Aznkat hits Islorin the skeleton magus for (7 dissipated), (5 converted), 12 arcane (12 total damage).
Deadly Poison from Aznkat hits Islorin the skeleton magus for (11 dissipated), (8 converted), 18 nature (18 total damage).
Aznkat receives 13 healing from Deadly Poison from Aznkat.
Islorin the skeleton magus casts Flame.
Islorin the skeleton magus hits Aznkat for 86 fire damage.
Aznkat uses Bash and Smash.
Islorin the skeleton magus converts damage to paradox!
Aznkat hits Islorin the skeleton magus for (17 dissipated), (12 converted), 28 physical, (4 dissipated), (3 converted), 7 acid (34 total damage).
Aznkat's Bash and Smash misses Islorin the skeleton magus.
Islorin the skeleton magus's spell attains critical power!
Aznkat deactivates Volatile Poison.
Talent Swift Shot is ready to use.
Talent Block is ready to use.
Islorin the skeleton magus converts damage to paradox!
Burning from Skeleton mage hits Aznkat for 92 fire damage.
Islorin the skeleton magus hits Aznkat for 106 darkness damage.
Vulnerability Poison from Aznkat hits Islorin the skeleton magus for (7 dissipated), (5 converted), 12 arcane (12 total damage).
Deadly Poison from Aznkat hits Islorin the skeleton magus for (11 dissipated), (8 converted), 18 nature (18 total damage).
Aznkat receives 13 healing from Deadly Poison from Aznkat.
Skeleton mage casts Manathrust.
Aznkat cleverly deflects the attack with his shield!
Aznkat repels an attack from Armoured skeleton warrior.
Skeleton mage hits Aznkat for 185 arcane damage.
Islorin the skeleton magus casts Temporal Bolt.
Islorin the skeleton magus is invogorated by death!
Islorin the skeleton magus hits Aznkat for 90 temporal damage.
Aznkat the level 25 dwarf skirmisher was grandfathered to death by Islorin the skeleton magus on level 1 of Ruined halfling complex.

































































































