











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 24 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant thunderer at level 24 on the 24th Haze 122nd year of Ascendancy at 17:35 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 27 (base 10) |
| Dexterity | 14 (base 11) |
| Constitution | 19 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 80 (base 54) |
| Cunning | 57 (base 49) |
Resources
| Life | -93/473 |
| Equilibrium | 84 |
| Healing Factor | 1.4791723257556 |
| Regeneration | 9.2448270359725 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 42.580577165004 |
| See Invisible | 41.580577165004 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 50 |
| Crit Chance | 21% |
| APR | 29 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 50 |
| Crit Chance | 19% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Acid | +18% |
| Light | +3% |
| Darkness | +6% |
| Cold | +14% |
| Physical | +10% |
| Fire | +31% |
| All | 0% |
Offense: Damage Penetration
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 19 (35.65183292883%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 30 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Light | + 16%( 70%) |
| Darkness | + 16%( 70%) |
| Cold | + 13%( 70%) |
| Lightning | + 17%( 70%) |
| Fire | + 16%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Disarm Resistance | 41% |
| Confusion Resistance | 10% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
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 278 life over 5 turns. Its effects scale with your Cunning stat. |
| 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: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 445% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 200 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Earth's Eyes (+1 level(s)). | 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 Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by gigantic corrosive tunneler. Escort: repented thief (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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. * 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed pouch of bone giant dust. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Chorim the Hazehunter (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Str +3 Wil +4 Cun +2 Con offense ------ When Hit 6 cold defense ------ Armor +4 Fatigue +3% Resistance +12% acid Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +7 (+2 eff.) other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Flareglory2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +6 Str +2 Con offense ------ Damage +6% acid Ignore resists +5% fire defense ------ Mind save +6 (+2 eff.) other ------- Light +5 See Stealth +7 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Lisoda (10 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Accuracy +10 (+5 eff.) When Hit 8 mind defense ------ Armor +3 Defense +10 (+4 eff.) Fatigue +5% Unlife -60.00 life other ------- Max hate +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Emelubeth (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Cun +3 Dex offense ------ Accuracy +7 (+4 eff.) Ignore Armor +9 On-Hit (Melee): * 10% chance to reduce all saves and defense by 31 defense ------ Armor +4 Mind save +15 (+5 eff.) Healmod +20% Disarm Resist +20% Confus Resist +10% Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% On Hit: 15% Perfect Strike level 3 Steady Shot: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | overpowered elm totem of healing [power 176] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +22% Rings make your fingers look great! |
| On fingers | steel ring 'Magmaqueen'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% acid +21% fire +6% darkness +6% lightning When Hit 4 darkness 8 fire defense ------ Resistance +24% acid Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+6 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Bloomsoul (94% power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 94% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 26 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 47 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Around waist | Elamibeth the Glintspire1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +15 (+7 eff.) Damage +3% light defense ------ Resistance +6% darkness +6% fire +6% light +5% cold A belt that goes around your waist. |
| In off hand | Eye of Summer (94% power, 18 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 94% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Fire Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
| Cloak | Runyroddalin (12 def, 8 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +8 Defense +12 (+5 eff.) Crit Resistance 15.00% Physical save +6 (+3 eff.) Life Regen +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe 'Polynne' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +13 Wil offense ------ Critical power +10.00% Damage +5% lightning +10% physical +14% cold defense ------ Resistance +7% lightning +8% cold +11% all Mind save +18 (+6 eff.) other ------- Max hate +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the wizard (heal 70; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. 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 |
regeneration infusion of the psychic (heal 465; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 465 life over 5 turns. Its effects scale with your Willpower stat. 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 |
regeneration infusion of the sneak (heal 277; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. Its effects scale with your Cunning stat. 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 |
wild infusion of the wizard (res 18%; physical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. 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 |
blink rune (range 4; phase 10; cd 14)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Shockrot0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +3 Mag +2 Wil defense ------ Resistance +3% lightning +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
savior's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+2 eff.) Blind Resist +21% other ------- Infravision +3 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
warrior's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +8 (+4 eff.) Spellpower +5 (+5 eff.) Mindpower +5 (+2 eff.) defense ------ Armor +4 Rings make your fingers look great! |
ash magestaff of might (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +6 (+5 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of warding (111% power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+5 eff.) Damage +15% light defense ------ Armor +5 Defense +5 (+3 eff.) other ------- Wards +2 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming steel greatmaul of crippling (138% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 138% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +7 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Massive two-handed mauls. |
Alyhell (72% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +8 mind While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 3 lightning 3 physical 3 cold 3 acid 4 fire defense ------ Resistance +3% lightning +6% physical +3% blight +3% fire +2% cold +3% acid Disease Resist +20% Stun Resist +20% other ------- 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. |
creative mossy mindstar of resolve (75% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +2 Wil offense ------ Mind Crit +1% Critical power +6.00% Mindpower +2 (+1 eff.) defense ------ Spell save +3 (+2 eff.) other ------- 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. |
mossy mindstar (72% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- 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. |
mossy mindstar (75% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- 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. |
vined mindstar of balance (83% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 83% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) defense ------ Physical save +4 (+2 eff.) Spell save +3 (+2 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.50 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. |
Psionic Fury (104% power, 25 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 104% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +8% Mindpower +10 (+3 eff.) Damage +15% mind +5% physical defense ------ Resistance +10% mind Release a wave of psionic power, dealing 194.00 mind damage (based on Willpower) to all within radius 5. Uses 26 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
pouch of steel shots 'Wintermark' (14/14, 136% power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Rare] Master Weapon Damage 136% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 14 On-ranged-hit +20 arcane +20 cold On-Hit, radius 1 +12 cold Shots are used with slings to pummel your foes to death. |
sunsealed linen robe of lightning (+15%) (4 def, 3 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane/Nature While equipped: Stats +4 Mag offense ------ Damage +6% light +10% lightning defense ------ Armor +3 Defense +4 (+2 eff.) Resistance +15% lightning +5% darkness +6% light +7% all Life +32.00 other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Samyharazor (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Damage +26% acid On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Resistance +21% acid +5% arcane +9% all Spell save +6 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life Regen +2.00 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
prismatic hardened leather armour of spell shielding (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +12% light +13% darkness +6% arcane Spell save +12 (+6 eff.) A suit of armour made of leather. |
steel mail armour of implacability (2 def, 11 armour)14.0 Encumbrance T2 heavy armor [Ego+] Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +8% Physical save +7 (+3 eff.) A suit of armour made of mail. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
Voryreth the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +2 Cun defense ------ Defense +1 (+1 eff.) Crit Resistance 5.00% Mind save +3 (+1 eff.) Pinning Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Charblood (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Damage +3% mind Ignore resists +5% mind When Hit 10 fire defense ------ Armor +1 Resistance +6% mind Rush: Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +5% fire +5% cold other ------- Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
Amegamas (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +1 Con offense ------ Accuracy +5 (+3 eff.) When Hit 4 physical defense ------ Armor +2 Resistance +6% blight Physical save +7 (+3 eff.) Mind save +7 (+2 eff.) Unlife -80.00 life Disarm Resist +23% other ------- Stamina/turn +3.00 Max stamina +30.00 Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of butchering (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego+] Disrupt/Psionic While equipped: offense ------ Physical Power +4 (+2 eff.) Accuracy +10 (+5 eff.) Ignore Armor +6 defense ------ Armor +1 Fatigue +1% Resistance +6% blight Physical save +6 (+3 eff.) Spell save +9 (+5 eff.) Mind save +6 (+2 eff.) Disarm Resist +20% Unarmed combat: Weapon Damage 98% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +8 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Perfect Control level 1 On Hit: * 11% chance to slow global speed by 59% * 11% chance to reduce armor by 18% Metal gloves protecting the hands up to the middle of the lower arm. |
Eredudil (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Wil +3 Con defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Physical save +15 (+7 eff.) Spell save +6 (+3 eff.) Unlife -20.00 life Life +40.00 Life Regen +2.00 Blind Resist +10% Disarm Resist +32% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Disarm level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Neruldawen the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Dex offense ------ Physical Crit +2.0% Accuracy +15 (+8 eff.) defense ------ Defense +1 (+1 eff.) Unlife -20.00 life other ------- EQ when Hit +0.70 Psi when Hit +0.90 Hate when Hit +0.80 A pointy cloth hat, very wizardly... |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(134 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Aerille the iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str offense ------ Mind Crit +2% Critical power +5.00% Accuracy +4 (+2 eff.) other ------- Psi when Hit +0.08 Max hate +2.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 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. |
Mardaharagen the Hazeslicer [power 110] (10 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +5% cold When Hit 6 cold defense ------ Resistance +3% cold other ------- Light +1 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 121 physical damage Puts all charms on 10 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing elm totem of healing [power 122] (10 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 10 turn cooldown 100% to heal for 34. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Manenawn the Cornac Summoner level 22
19th Haze 122nd year of Ascendancy at 19:51 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Manenawn the Cornac Summoner level 15
25th Dusk 122nd year of Ascendancy at 08:19 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Manenawn the Cornac Summoner level 19
79th Dusk 122nd year of Ascendancy at 09:20 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Manenawn the Cornac Summoner level 10
1st Summertide 122nd year of Ascendancy at 10:36 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Manenawn the Cornac Summoner level 20
79th Dusk 122nd year of Ascendancy at 19:08 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Manenawn the Cornac Summoner level 19
66th Dusk 122nd year of Ascendancy at 15:06 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Manenawn the Cornac Summoner level 13
6th Dusk 122nd year of Ascendancy at 09:46 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Manenawn the Cornac Summoner level 13
4th Dusk 122nd year of Ascendancy at 12:52 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Manenawn the Cornac Summoner level 17
48th Dusk 122nd year of Ascendancy at 09:47 see stats
Log
Hurricane from Urkis, the High Tempest hits Manenawn for 116 lightning damage.
3-headed hydra is caught inside a Hurricane.
Thunderstorm hits 3-headed hydra for 29 lightning, 53 lightning (83 total damage).
Thunderstorm hits Manenawn for 45 lightning damage.
Poison from Manenawn hits Urkis, the High Tempest for (11 absorbed), 0 nature (0 total damage).
3-headed hydra is dazed!
The shield around Urkis, the High Tempest crumbles.
3-headed hydra is not dazed anymore.
Manenawn's poison area effect hits Urkis, the High Tempest for 11 nature damage.
Fire drake's devouring flames area effect hits Urkis, the High Tempest for (5 absorbed), 22 fire (22 total damage).
Fire drake's devouring flames area effect hits 3-headed hydra for 33 fire damage.
Hurricane from Urkis, the High Tempest hits 3-headed hydra for 80 lightning damage.
Hurricane from Urkis, the High Tempest hits Manenawn for 68 lightning damage.
Hurricane from Urkis, the High Tempest killed 3-headed hydra!
Hurricane from Urkis, the High Tempest hits Manenawn for 58 lightning damage.
Manenawn uses Infusion: Regeneration.
Manenawn starts regenerating health quickly.
Snow giant thunderer feels pain again.
Manenawn feels pain again.
Talent Minotaur is ready to use.
Hurricane from Urkis, the High Tempest hits Manenawn for 100 lightning damage.
Snow giant thunderer is poisoned!
Manenawn's poison area effect hits Snow giant thunderer for 14 nature damage.
Poison from Manenawn hits Snow giant thunderer for 14 nature damage.
Snow giant thunderer casts Chain Lightning.
Snow giant thunderer hits Manenawn for 126 lightning damage.
Manenawn the level 24 cornac summoner was amped to death by a snow giant thunderer on level 2 of Tempest Peak.





























































































