
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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 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:
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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 18 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by multi-hued drake at level 18 on the 10th Flare 122nd year of Ascendancy at 10:59 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 28 (base 28) |
| Magic | 48 (base 46) |
| Willpower | 28 (base 18) |
| Cunning | 23 (base 11) |
Resources
| Life | -406/280 |
| Mana | 259/301 |
| Soul | 0/14 |
| Healing Factor | 1.2956298990388 |
| Regeneration | 0.3239074747597 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 50.822180039582 |
| See Invisible | 50.822180039582 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 5 |
| Crit Chance | 16% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Darkness | +20% |
| Blight | +4% |
| Physical | +5% |
| Mind | +11% |
| Nature | +13% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 3 |
| Ranged Defense | 2 |
| Fatigue | 3 |
| Physical Save | 13 |
| Spell Save | 23 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 47%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 43%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 35%( 70%) |
| Temporal | + 25%( 70%) |
| Physical | + 25%( 70%) |
| Mind | + 36%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Pinning Resistance | 44% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
| Disarm Resistance | 40% |
| Stun Resistance | 20% |
| Poison Resistance | 0% |
| Knockback Resistance | 42% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 134 damage for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 73 damage for 4 turns. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Spikes of Decrepitude |
| talent | Erupting Shadows |
| talent | Reaping |
| detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Spellpower increased by 19. Consume Soul |
| detrimental effect | The target is on fire, taking 52.16 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 10): Near SightedYou completed the challenge and received: +1 Class Point | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 12): Headhunter1 / 2 demon spawn killed. | failed |
Proceed directly to the next Infinite Dungeon level in less than 77 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 13): Rush Hour (77)Turns left: 52 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 14): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: Random Artifact: Vilepulverizer (3 def, 2 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 32% (based on Cunning). Uses 37 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | brass lantern 'Malikalthondur'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Armour +4 Resists +3% temporal Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Brodatar' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +6% lightning +5% arcane Crit.chn- 10.00% Max.HP +20.00 Confus- +20% ---------- misc Infravis +2 A cap made of leather. |
| Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +23% Knockbk- +21% Rings make your fingers look great! |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | magelord's yew vilestaff of wizardry (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Wil +2 Mag dps ---------- Phys.crit +7.0% Spell.crit +3% Spell.pwr +18 (+6 eff.) Melee+ 21 arcane Dmg.mod +20% darkness ---------- misc Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Shivermarrow' (0 def, 7 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature While equipped: dps ---------- Melee+ 5 blight 7 physical 5 nature Dmg.mod +4% blight +5% physical +3% nature ----- def ----- Armour +7 Resists +6% blight +6% cold +6% nature +6% mind Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +6 blight +6 physical +5 nature On Hit: 20% Soul Rot 3 On Hit: 10% Venomous Breath 3 On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Erachak the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +1 Cun dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +12% acid +11% mind ----- def ----- Resists +18% acid +1% physical +6% blight +11% mind +9% all Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Glamira (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +3 Cun dps ---------- Melee Ret 2 mind ----- def ----- Defense +1 (+1 eff.) Resists +2% physical Mind.save +7 (+4 eff.) ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 484%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 484% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the psychic (absorb 143; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 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 143 damage for 4 turns. Its effects scale with your Willpower 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 |
bloodlich's ash vilestaff of might (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +1 Cun +2 Con dps ---------- Spell.crit +9% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +20.00 Max.N.En +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+4 eff.) Dmg.mod +20% physical Acc +7 (+7 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 7 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
shimmering elven-wood magestaff of might (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+4 eff.) Dmg.mod +25% fire ---------- misc Mana/turn +0.12 Max.mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced iron battleaxe of erosion (12-19 power, 1 apr)3.0 T1 battleaxe 2H weapon Reqs Str 11 [Ego] Nature/Master Power 12.5 - 18.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +9 (+9 eff.) ----- def ----- Defense +9 (+9 eff.) Disarm- +28% Massive two-handed battleaxes. |
iron battleaxe (14-20 power, 1 apr)3.0 T1 battleaxe 2H weapon Reqs Str 11 [Normal] Power 13.5 - 20.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
Glitterkiller (19-28 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Rare] Arcane Power 19.0 - 28.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +10 fire While equipped: dps ---------- Dmg.mod +9% acid +3% blight On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +3% acid +6% light Massive two-handed battleaxes. |
arcing steel battleaxe of massacre (24-37 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 24.5 - 36.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage Massive two-handed battleaxes. |
thought-forged dwarven-steel battleaxe (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Psionic Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 mind On Hit: * 17% chance to reduce all saves and defense by 17 While equipped: Stats +3 Cun +3 Wil Massive two-handed battleaxes. |
Squalorquencher the steel greatmaul (29-44 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Arcane Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 While equipped: dps ---------- Res.pen +20% nature Melee Ret 2 lightning ----- def ----- Resists +6% mind Phys.save +9 (+8 eff.) HP.reg +2.00 Massive two-handed mauls. |
inquisitor's steel greatsword (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Disrupt Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Deals 41 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
caustic dwarven-steel greatsword (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Nature Power 34.0 - 54.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +10 acid +19 nature While equipped: dps ---------- Res.pen +10% acid +14% nature Apr +12 Massive two-handed swords. |
steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Normal] Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
warbringer's dwarven-steel longsword (24-34 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +7 (+7 eff.) Res.pen +7% physical ----- def ----- Disarm- +10% Sharp, long, and deadly. |
Glorewyn the Blindsweeper (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Dex +4 Mag +2 Wil +1 Cun dps ---------- Res.pen +15% light +7% all Acc +5 (+5 eff.) Apr +8 ----- def ----- Resists +6% mind One-handed war axes. |
plaguebringer's steel dagger (11-14 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 24 While equipped: ----- def ----- Disease- +11% Sharp, short and deadly. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+5 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
nature's thorny mindstar of clarity (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Mind.save +4 (+2 eff.) Disease- +10% ---------- misc Max.psi +12.00 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. |
fungal elven-wood longbow of dampening4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego] Nature/Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +2 Con ----- def ----- Resists +15% acid +14% cold +11% fire +11% lightning +5% all Spell.save +14 (+7 eff.) ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 120 life over 5 turns Puts all charms on 15 cooldown Longbows are used to shoot arrows at your foes. |
barbed quiver of yew arrows (16/16, 44-61 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Master Power 43.5 - 60.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 16 On Crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
pouch of dwarven-steel shots of amnesia (21/21, 30-35 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Psionic Power 29.5 - 35.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 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. |
icy steel shield of temporal resistance (+12%) (0 def, 4 armour, 16-20 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Nature When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: dps ---------- Melee+ 9 cold Melee Ret 3 ice On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +12% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield (0 def, 5 armour, 14-17 power, 74 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] 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 +74 While equipped: ----- def ----- Armour +5 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+12 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+5 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+6 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+15 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Neribrebeth (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +5 Cun ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +16% fire A suit of armour made of leather. |
cleansing hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +17% acid +12% nature +12% blight A suit of armour made of leather. |
impenetrable iron mail armour (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +17% cold A suit of armour made of mail. |
Ragirand (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Random Unique] Nature/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +6% physical +3% darkness +24% cold +3% blight +7% fire +24% lightning +6% temporal Disarm- +23% Stun/Frz- +24% Knockbk- +23% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Strikequench the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: dps ---------- Dmg.mod +24% mind Res.pen +10% acid Melee Ret 2 lightning ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +18% cold +6% lightning A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of clarity (0 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master/Psionic While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +7% mind Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
rejuvenating dwarven-steel plate armour of cold resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Nature/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +15% cold HP.reg +3.00 ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
voratun plate armour of stability (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego] Master While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +5% physical Phys.save +11 (+9 eff.) A suit of armour made of metal plates. |
Darksting (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Defense +1 (+1 eff.) Resists +3% light Max.HP +31.00 Silence- +20% Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (8 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +8 (+8 eff.) Phys.save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Str +1 Mag +1 Wil +1 Con ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +8% cold +7% fire ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sparktaint (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Str +4 Con dps ---------- Phys.pwr +10 (+10 eff.) Dmg.mod +6% lightning Res.pen +5% lightning Melee Ret 6 lightning ----- def ----- Armour +2 Unarmed combat: Power 20.5 - 22.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sewerpassion the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +13 (+11 eff.) Melee+ 7 fire Dmg.mod +9% nature +4% fire ----- def ----- Armour +2 Fatigue +3% Resists +9% lightning +5% fire +3% darkness Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 17.0 - 23.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
spellwoven linen wizard hat of light (+18%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +12% light ----- def ----- Defense +1 (+1 eff.) Resists +18% light ---------- misc Mana/turn +0.13 A pointy cloth hat, very wizardly... |
Begas the Bleakstalker (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness +11% fire Res.pen +25% darkness +20% cold ----- def ----- Defense +1 (+1 eff.) Resists +16% fire +9% cold A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 11 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 26.01 to 78.03 lightning damage (52.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
stabilizing iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
3 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
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. |
3 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. |
3 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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+4 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
120 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. |
survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+6 eff.) Max.HP +46.00 Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
soothing dwarven-steel torque of clear mind [power 2] (19 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 19 cooldown 100% to heal for 43. Torques are made by powerful psionics to store psionic powers. |
piercing stralite torque of psionic shield [power 91] (19 cooldown)2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 19 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Infinite x10 (Nightmare (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By Ornnurr the Cornac Necromancer level 12
2nd Summertide 122nd year of Ascendancy at 13:43 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ornnurr the Cornac Necromancer level 10
6th Mirth 122nd year of Ascendancy at 13:19 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ornnurr the Cornac Necromancer level 10
6th Mirth 122nd year of Ascendancy at 14:03 see stats
Log
Multi-hued drake hits Ghast for 156 fire damage.
Multi-hued drake hits Ghoulking for 156 fire damage.
Multi-hued drake hits Horned Horror for (21 flat reduction), 121 fire (121 total damage).
Multi-hued drake hits Ornnurr for 99 fire damage.
You notice a trap (hot spot)!
Ghast misses Horned Horror.
Ghast triggers an alarm!
Burning from Multi-hued drake hits Ghast for 52 fire damage.
Burning from Multi-hued drake hits Ghast for 52 fire damage.
Burning from Multi-hued drake hits Ghoulking for 52 fire damage.
Ornnurr feels pain again.
Ornnurr deactivates River of Souls.
Burning from Multi-hued drake hits Ornnurr for 33 fire damage.
Ornnurr's River of Souls hits Horned Horror for (21 flat reduction), 56 darkness (56 total damage).
Multi-hued drake uses Wing Buffet.
Ghast is knocked back!
Horned Horror is recovering from the damage!
Horned Horror uses Tentacle Grab.
Ghast resists the grab!
Burning from Multi-hued drake hits Horned Horror for (21 flat reduction), 26 fire (26 total damage).
Multi-hued drake hits Ghast for 104 physical damage.
Ornnurr casts Night Sphere.
Burning from Multi-hued drake hits Ghast for 52 fire damage.
Burning from Multi-hued drake hits Ghast for 52 fire damage.
Burning from Multi-hued drake hits Ghoulking for 52 fire damage.
Multi-hued drake resists the baneful energy!
Burning from Multi-hued drake hits Ornnurr for 40 fire damage.
Multi-hued drake breathes sand!

















































































































