










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.0Combines 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: 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. Improved line-wrapping logic thanks to Joerle! 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. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Reaver |
| Level / Exp | 19 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Gligatta the anaconda at level 17 on the 23rd Dusk 122nd year of Ascendancy at 04:11 3 / 2Killed by war hound at level 19 on the 25th Dusk 122nd year of Ascendancy at 00:25 |
Primary Stats
| Strength | 60 (base 35) |
| Dexterity | 20 (base 11) |
| Constitution | 29 (base 10) |
| Magic | 53 (base 44) |
| Willpower | 11 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | 621/621 |
| Vim | 226/226 |
| Healing Factor | 1.4224687383467 |
| Regeneration | 16.28726705407 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 5 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 43 |
| Crit Chance | 22% |
| APR | 21 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 43 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +13% |
| Arcane | +3% |
| Physical | +5% |
| All | 0% |
Offense: Damage Penetration
| Physical | +35% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 30 (50%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 16 |
| Physical Save | 36 |
| Spell Save | 30 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 10%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | + 7%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 50% |
| Fear Resistance | 100% |
| Stun Resistance | 70% |
| Poison Resistance | 90% |
| Blind Resistance | 30% |
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 396 damage for 3 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 100.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Liseda the pair of iron boots (15 def, 7 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +7 Defense +15 (+5 eff.) Fatigue +2% Healmod +5% other ------- See Invis +12 Rush: Puts all charms on 25 cooldown Effective talent level: 2.0 Power cost 25 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Blastwedge the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str offense ------ Physical Power +5 (+2 eff.) Ignore resists +10% lightning defense ------ Resistance +6% nature +6% fire Mind save +5 (+5 eff.) other ------- Light +3 See Stealth +5 See Invis +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 | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Hathezor the dwarven-steel gauntlets (15 def, 9 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 physical Damage +5% physical defense ------ Armor +9 Defense +15 (+5 eff.) Fatigue +3% Resistance +3% mind Spell save +9 (+4 eff.) Life Regen +2.00 Poison Resist +10% Confus Resist +20% other ------- Equi when Hit +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Nightmonster the elm totem of summon tentacle [power 100] (25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Armor +4 Resistance +6% light +6% cold Spell save +3 (+1 eff.) Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 227 Base Damage: 100 Armor: 1 All Resist: 3 Puts all charms on 25 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
| On fingers | Dageziladir0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Power +20 (+7 eff.) Damage +12% acid Ignore resists +20% physical defense ------ Resistance +24% acid +3% lightning +9% nature +5% arcane Rings make your fingers look great! |
| Around neck | Emokira the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Mindpower +5 (+2 eff.) When Hit 6 mind defense ------ Life Regen +2.00 Healmod +10% Amulets make your neck look great! |
| In main hand | Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+6 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | Dawnbright1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +15% physical defense ------ Resistance +6% lightning +6% temporal +3% light Physical save +6 (+3 eff.) Unlife -20.00 life other ------- Stamina/turn +1.00 Max stamina +10.00 A belt that goes around your waist. |
| In off hand | Urthintir the steel longsword (13-18 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 blight +7 darkness Damage Against +6% Living On Hit: 20% Curse of Vulnerability 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 20 While equipped: Stats +2 Mag offense ------ Damage +3% arcane When Hit 2 arcane Sharp, long, and deadly. |
| Cloak | Xeba (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Str offense ------ Physical Crit +4.0% Physical Power +15 (+5 eff.) Ignore Armor +1 defense ------ Defense +1 (+1 eff.) Resistance +6% light Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Dawnpiety the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: offense ------ Damage +3% light On-Hit (Melee): * 20% chance to reduce damage dealt by 12% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +15% fire Life +37.00 Life Regen +6.20 Healmod +12% other ------- Stamina/turn +0.60 Light +2 A suit of armour made of leather. |
Inventory
Radiancebait0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Str offense ------ When Hit 6 physical defense ------ Resistance +3% blight +3% light Physical save +6 (+3 eff.) Spell save +7 (+3 eff.) Mind save +7 (+6 eff.) Rings make your fingers look great! |
Cutholeneg the Filthnigh (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +14.00% Spellpower +6 (+3 eff.) Damage +3% nature +15% temporal Ignore resists +15% nature On-Hit (Melee): * 20% chance to slow global speed by 39% defense ------ Crit Resistance 10.00% Life +100.00 Disarm Resist +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glintwrack (45-68 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +8 mind On Hit: * 10% chance to reduce all saves and defense by 14 * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +5 Str +7 Dex +6 Mag +10 Wil +7 Cun +7 Con defense ------ Resistance +3% mind +6% light Massive two-handed battleaxes. |
steel greatmaul of shearing (28-42 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Master Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% all Accuracy +14 (+5 eff.) Ignore Armor +9 Massive two-handed mauls. |
steel mace 'Unlightwitch' (21-29 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Damage +6% acid Ignore resists +15% fire On-Hit (Melee): * 20% chance to reduce armor by 30% * 20% chance to reduce damage dealt by 12% defense ------ Resistance +3% acid Blunt and deadly. |
elemental steel waraxe (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 62 acid damage (1/turn) While equipped: offense ------ Damage +11% acid Ignore resists +8% acid One-handed war axes. |
flaming steel waraxe of daylight (12-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 light Damage Against +9% Undead On-Hit, radius 1 +8 fire One-handed war axes. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 45% Dex, 10% Mag, 45% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 88.41 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
flaming steel dagger (10-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +8 fire Sharp, short and deadly. |
flaming steel dagger of phasing (11-14 power, 15 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% Phasing +11% On-Hit, radius 1 +9 fire Sharp, short and deadly. |
nature's mossy mindstar of life (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun 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.) Damage +3% nature defense ------ Resistance +2% blight Life +10.00 Life Regen +0.50 Disease Resist +11% 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. |
Rainlord the ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-crit, radius 2 +20 nature While equipped: Stats +6 Dex offense ------ Ignore resists +9% physical On-Hit (Ranged): * 20% chance to slow global speed by 39% * 10% chance to reduce armor by 30% defense ------ Resistance +12% fire Longbows are used to shoot arrows at your foes. |
ash longbow of cold4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +9 cold While equipped: offense ------ Damage +12% cold Longbows are used to shoot arrows at your foes. |
swiftstrike ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Projectile Speed +200% While equipped: Stats +3 Cun offense ------ Combat Speed +10% Longbows are used to shoot arrows at your foes. |
ranger's cured leather sling of acid4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +5 acid While equipped: Stats +1 Dex offense ------ Damage +13% acid Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: offense ------ Physical Crit +2.0% Accuracy +7 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
high-capacity quiver of ash arrows of paradox (44/44, 20-28 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Arcane/Master Weapon Damage 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 44 On-ranged-hit +12 temporal On Hit: * 11% chance to gain 10% of a turn (3/turn limit) While equipped: other ------- Reload +3 Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of ash arrows of erosion (14/18, 21-29 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Nature/Psionic Weapon Damage 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 18 On-ranged-hit +14 nature +12 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 67 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Hellmaster' (20/20, 22-30 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Psionic Weapon Damage 21.5 - 30.1 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 20 On-ranged-hit +12 cold +20 fire +11 physical On-Hit, radius 1 +8 cold +16 fire On Hit: * 20% chance to slow global speed by 39% * 20% chance to knock the target back 3 spaces and deal 67 physical damage Arrows are used with bows to pierce your foes to death. |
prismatic cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +12% light +11% darkness A suit of armour made of leather. |
prismatic cured leather armour of clarity (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +10% light +12% darkness +6% mind Mind save +12 (+8 eff.) A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Glitterroar the iron plate armour (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Rare] Master While equipped: Stats +7 Str +2 Wil +2 Cun offense ------ Damage +3% light When Hit 10 light defense ------ Armor +7 Fatigue +22% Resistance +18% acid A suit of armour made of metal plates. |
grounding rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Nature While equipped: defense ------ Fatigue -4% Resistance +5% lightning +6% temporal other ------- Encumbrance +20 A belt that goes around your waist. |
Hazesorrow the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% cold +9% light +3% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 12% defense ------ Defense +1 (+1 eff.) Life +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Satyrtrencher the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Critical power +10.00% Damage +6% mind Ignore resists +5% nature When Hit 2 nature On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Defense +1 (+1 eff.) other ------- Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Brodysta the pair of iron boots (5 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Damage +3% physical Ignore Armor +1 defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +2% Resistance +6% lightning +6% temporal +6% blight other ------- Stamina/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 28.20 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Hazebreeze (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 fire Damage +5% fire defense ------ Armor +2 Fatigue +3% Resistance +9% cold +3% physical +5% arcane +5% fire Life +80.00 Silence Resist +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Thundermonster the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Str +1 Wil offense ------ On-Hit 10 nature Damage +6% nature Ignore resists +20% lightning defense ------ Armor +2 Fatigue +3% Resistance +24% lightning +8% nature +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+5 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Lightrot (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Ignore resists +15% acid defense ------ Armor +1 Fatigue +1% Resistance +6% fire +5% cold Mind save +3 (+3 eff.) other ------- Light +3 A cap made of leather. |
stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% Physical save +11 (+5 eff.) A cap made of leather. |
Lelyrodomnir (5 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Critical power +10.00% defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +5% Physical save +12 (+5 eff.) other ------- Stamina/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
119 alchemist agate0.0 Encumbrance 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. |
Glorireba the Galeweeper2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+2 eff.) Damage +6% lightning +9% cold +6% acid defense ------ Resistance +18% lightning +15% acid 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. |
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. |
scorching brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 12 fire defense ------ Resistance +5% fire Mind save +6 (+5 eff.) other ------- Light +3 See Stealth +6 See Invis +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. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +1 Infravision +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Summertide Phial1.0 Encumbrance 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.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Aeruzilablek (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex offense ------ Critical power +5.00% Physical Power +4 (+1 eff.) Move Speed +10% Damage +9% physical defense ------ Resistance +1% physical other ------- Infravision +2 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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 (1/1)2.0 Encumbrance 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. |
iron torque of mindblast 'Gloredana' [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Wil +2 Con offense ------ Accuracy +30 (+10 eff.) defense ------ Resistance +4% physical Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of gale force [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
powerful ash totem of healing [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending ash wand of shielding [power 170] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Kenart the Ghoul Reaver level 10
3rd Flare 122nd year of Ascendancy at 01:08 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Kenart the Ghoul Reaver level 9
1st Summertide 122nd year of Ascendancy at 01:47 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Kenart the Ghoul Reaver level 11
8th Flare 122nd year of Ascendancy at 22:08 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Kenart the Ghoul Reaver level 16
13rd Dusk 122nd year of Ascendancy at 14:44 see stats
Log
Resting starts...
Talent Virulent Disease is ready to use.
Talent Ghoulish Leap is ready to use.
Talent Dagger Block is ready to use.
Talent Drain is ready to use.
Talent Acid Strike is ready to use.
Talent Blood Lock is ready to use.
Talent Rune: Biting Gale is ready to use.
Talent Vitality is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Rune: Shielding is ready to use.
Talent Infestation is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Retch is ready to use.
Talent Ruin is ready to use.
Rested for 24 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.




























































































