Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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! 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: 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 | Insane Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Archer |
| Level / Exp | 20 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nuwyn the master vampire at level 20 on the 67th Regrowth 123rd year of Ascendancy at 17:05 / 1 |
Primary Stats
| Strength | 56 (base 42) |
| Dexterity | 65 (base 48) |
| Constitution | 29 (base 10) |
| Magic | 20 (base 10) |
| Willpower | 8 (base 10) |
| Cunning | 14 (base 12) |
Resources
| Life | -163/728 |
| Stamina | 142/250 |
| Healing Factor | 1.2624687383467 |
| Regeneration | 6.6279608763204 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 58 |
| Crit Chance | 26% |
| APR | 10 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +11% |
| Darkness | +3% |
| Nature | +16% |
| All | 0% |
Offense: Damage Penetration
| Physical | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 6 (38.594633868923%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 9 |
| Mental Save | 7 |
Defense: Resistances
| Physical | + 15%( 70%) |
| Nature | + 27%( 70%) |
| Fire | + 27%( 70%) |
| Cold | + 21%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 18%( 70%) |
| Mind | + 23%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 30% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 251 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 20 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: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 361 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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 green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have 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 | Barikan the pair of hardened leather boots (7 def, 3 armour) =6Dex,PhyPen,PhyMod,Stm=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Dex offense ------ Physical Crit +2.0% Damage +6% physical Ignore resists +20% physical Accuracy +5 (+1 eff.) defense ------ Armor +3 Defense +7 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max stamina +30.00 A pair of boots made of leather. |
| Quiver | quiver of yew arrows of crippling (16/20, 144% power, 10 apr) =Dmg,Crt%=3.0 Encumbrance T3 arrow ammo [Ego+] Master Weapon Damage 144% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +14.0% Capacity 20 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of health =Hp,Lite6=2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +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 | linen wizard hat 'Armaromibers' (1 def, 0 armour) =Stun-,Conf-=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% nature defense ------ Defense +1 (+1 eff.) Resistance +16% nature +3% cold Blind Resist +20% Confus Resist +10% Stun Resist +10% A pointy cloth hat, very wizardly... |
| Tool | Mayelaith [power 116] (18/20 cooldown) =-Hp,PhyCrt,Stm,Acc,Shield=2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +3.0% Accuracy +20 (+5 eff.) defense ------ Physical save +3 (+1 eff.) Unlife -60.00 life other ------- Max stamina +10.00 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper citrine ring =4Dex,Lite4=0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +4 Dex offense ------ Accuracy +6 (+1 eff.) other ------- Light +4 Infravision +4 Rings make your fingers look great! |
| On fingers | Aralathafang the Shadowtrail =-Hp,Stun-,Hp/=0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% darkness defense ------ Resistance +5% arcane +1% physical Crit Resistance 5.00% Unlife -20.00 life Life Regen +2.00 Stun Resist +42% Rings make your fingers look great! |
| Around waist | insulating rough leather belt of containment =Hp,Stm=1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +6% fire +6% cold Anomaly Control +11 Life +50.00 other ------- Max mana +31.00 Max stamina +26.00 Max hate +11.00 Max psi +21.00 Max vim +20.00 Max positive +21.00 Max negative +22.00 A belt that goes around your waist. |
| In main hand | Surefire =9Rng,AtkSpd=4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | Xaniwe the Torchwolf (0 def, 3 armour) =-Hp,Hp/,Stm,Stm/,PhyPen,%=1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Physical Crit +1.0% Ignore resists +10% physical defense ------ Armor +3 Fatigue +1% Resistance +9% fire Unlife -80.00 life Life Regen +1.00 other ------- Stamina/turn +0.60 Max stamina +20.00 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. |
| Main armor | verdant linen robe of life (0 def, 0 armour) =3Con,Hp,Hp/,HpMod=2.0 Encumbrance T1 cloth armor [Ego++] Nature While equipped: Stats +3 Con offense ------ Damage +5% nature defense ------ Resistance +7% blight +7% all Life +46.00 Life Regen +2.00 Healmod +11% Poison Resist +22% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak of the hunter (1 def, 0 armour) =Hp,Stm,Acc=2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: offense ------ Accuracy +15 (+4 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -4% Life +40.00 other ------- Max stamina +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amulet of dexterity (+3) =3Dex,Conf-=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
Inventory
Hanytoruidor =2Cun6Wil,CrtPwr=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +6 Wil offense ------ Mind Crit +2% Critical power +15.00% Damage +3% acid defense ------ Mind save +6 (+6 eff.) Amulets make your neck look great! |
Olyyarath the Glowtyphoon =4Mag=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Mag +3 Wil +1 Cun offense ------ Damage +6% light defense ------ Resistance +6% nature Spell save +3 (+3 eff.) Amulets make your neck look great! |
grounding copper amulet of constitution (+3) =3Con,Stun-=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
Malerach the copper ring =CrtPwr=0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Mind Crit +1% Critical power +5.00% Damage +6% mind Ignore resists +15% temporal defense ------ Fatigue -4% other ------- Encumbrance +20 Rings make your fingers look great! |
copper ring 'Blizzardgash' =5Mag=0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +6 Wil offense ------ Spellpower +6 (+3 eff.) Mindpower +20 (+14 eff.) Damage +3% mind +6% cold When Hit 6 cold On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) Rings make your fingers look great! |
psionicist's copper ring =3Wil=0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+6 eff.) Rings make your fingers look great! |
titan's copper ring =2Con=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
Velywen the Shadequill =2Con,Hp,Stm,Disarm-=0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +2 Con offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 6% defense ------ Fatigue -5% Resistance +5% arcane Spell save +19 (+15 eff.) Life +24.00 Disarm Resist +26% Pinning Resist +24% Knockbk Resist +27% other ------- Encumbrance +23 Max stamina +14.00 Rings make your fingers look great! |
Dazzlebraze the elm magestaff (100% power, 2 apr, cold element) =3mag=5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Mag offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +9% light +10% cold Ignore resists +5% light defense ------ Defense +6 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 61.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
enhanced steel longsword (109% power, 3 apr) =3-5 Stats=3.0 Encumbrance T2 longsword 1H weapon [Ego+] Nature Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex +3 Mag +3 Wil +5 Cun +4 Con Sharp, long, and deadly. |
Healoath the iron waraxe (103% power, 2 apr) =6WilCon=3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 103% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 acid While equipped: Stats +6 Con +6 Wil offense ------ Damage +6% nature defense ------ Resistance +6% acid +9% nature +3% lightning Life +14.00 One-handed war axes. |
enhanced steel dagger (109% power, 6 apr) =3-5Stats=1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature Weapon Damage 109% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Str +4 Dex +4 Mag +3 Wil +3 Cun +3 Con Sharp, short and deadly. |
enhanced yew longbow =12Mag=4.0 Encumbrance T3 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +6 Str +8 Dex +12 Mag +9 Wil +5 Cun +8 Con Longbows are used to shoot arrows at your foes. |
Icesorrow (16/16, 129% power, 5 apr) =GainTurn=3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 129% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +10.0% Capacity 16 On-ranged-hit +4 cold On-Hit, radius 1 +8 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Critical: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
focusing woollen robe (0 def, 0 armour) =4Mag=2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +4 Wil defense ------ Resistance +9% all other ------- Mana/turn +0.20 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt of unlife =Breathe=1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's rough leather belt of burglary =4Mag=1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +4 Cun +6 Lck defense ------ Stealth +6 other ------- Disarm Traps +6 Mana/turn +0.16 Max mana +25.00 Infravision +3 A belt that goes around your waist. |
Aeryma the linen cloak (1 def, 0 armour) =2Mag,Stm=2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ When Hit 4 arcane defense ------ Defense +1 (+1 eff.) Resistance +5% arcane Physical save +6 (+3 eff.) other ------- Max stamina +20.00 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 (+2 eff.) Mindpower +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Mayyth the Torchspawner (0 def, 1 armour) =3Mag=2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +15 (+7 eff.) Spellpower/crit +2 defense ------ Armor +1 Resistance +9% fire other ------- Mana-on-crit +2.00 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Gadohor (10 def, 3 armour) =Stun-,Conf-,Sil-,OoP=3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: defense ------ Armor +3 Defense +10 (+4 eff.) Fatigue +2% Resistance +6% acid +6% temporal +3% cold +6% blight Silence Resist +35% Confus Resist +22% Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ulferan (0 def, 3 armour) =Hp,PhyMod=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil +2 Cun +2 Con offense ------ Mind Crit +1% Damage +3% physical defense ------ Armor +3 Fatigue +2% Resistance +6% cold Physical save +11 (+5 eff.) Mind save +10 (+10 eff.) Life +40.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max hate +8.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted rough leather gloves of the juggernaut (0 def, 1 armour) =Disarm-=1.0 Encumbrance T1 hands armor [Ego+] Arcane/Master While equipped: Stats +1 Con offense ------ On-Hit 6 blight Damage +4% blight defense ------ Armor +1 Resistance +5% blight Physical save +10 (+5 eff.) Spell save +3 (+3 eff.) Mind save +3 (+3 eff.) Disarm Resist +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour) =2Cun=1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+4 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+4 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Arcobeisance the rough leather cap (0 def, 1 armour) =3Mag=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Mag +1 Con offense ------ Ignore resists +5% lightning defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal Crit Resistance 10.00% A cap made of leather. |
Eremiyafang the Lustremarrow (1 def, 0 armour) =2Cun=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +1 Wil offense ------ Mindpower +5 (+5 eff.) Ignore resists +5% light defense ------ Defense +1 (+1 eff.) Resistance +9% cold Mind save +6 (+6 eff.) other ------- Light +2 A pointy cloth hat, very wizardly... |
Fulythel the hardened leather cap (0 def, 3 armour) =Hp=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +3% Resistance +7% lightning +9% temporal +3% darkness Spell save +6 (+6 eff.) Life +60.00 Pinning Resist +20% Teleport Resist +20% A cap made of leather. |
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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
4 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. |
11 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. |
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. |
3 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 (+4 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+6 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
318 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. |
brass lantern 'Mardogund' =3Mag5Con=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str +3 Mag +2 Wil +2 Cun +5 Con defense ------ Mind save +6 (+6 eff.) other ------- Light +3 Infravision +2 See Stealth +6 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. |
miner's iron pickaxe (dig speed 27 turns) =Dig=3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
dwarven-steel torque of mindblast 'Coalbutcher' [power 230] (18/15 cooldown) =Silence=2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +20% acid +20% fire When Hit 2 darkness defense ------ Resistance +9% darkness +3% fire Blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 188] (18/15 cooldown) =Heal=2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Poxzeal [power 122] (18/20 cooldown) =Shield=2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +5% acid +5% cold +5% nature When Hit 4 acid On-Hit (Melee): * 20% chance to slow global speed by 31% defense ------ Resistance +6% nature Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By htxrcm the Ghoul Archer level 15
2nd Decay 122nd year of Ascendancy at 11:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By htxrcm the Ghoul Archer level 10
8th Haze 122nd year of Ascendancy at 17:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By htxrcm the Ghoul Archer level 20
34th Regrowth 123rd year of Ascendancy at 15:30 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By htxrcm the Ghoul Archer level 14
75th Haze 122nd year of Ascendancy at 04:14 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By htxrcm the Ghoul Archer level 10
9th Haze 122nd year of Ascendancy at 15:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By htxrcm the Ghoul Archer level 12
58th Haze 122nd year of Ascendancy at 05:07 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By htxrcm the Ghoul Archer level 19
33rd Regrowth 123rd year of Ascendancy at 09:42 see stats
Log
Bandit lord uses Summon.
Bandit lord summons Something!
Bandit lord deactivates Stealth.
Ce'Nuwyn the master vampire activates Putrescent Liquefaction.
Thief performs a melee critical strike against htxrcm!
Thief misses htxrcm.
Thief hits htxrcm for (98 absorbed), 0 physical, (7 absorbed), 0 cold (0 total damage).
Bleeding from Htxrcm hits Thief for 21 physical damage.
Your shield crumbles under the damage!
The shield around htxrcm crumbles.
Ce'Nuwyn the master vampire's putrescent liquefaction area effect hits htxrcm for (9 absorbed), 32 cold, 37 darkness (70 total damage).
--------------------------------
Htxrcm casts Rune: Shatter Afflictions.
A shield forms around htxrcm.
Htxrcm uses Retch.
Htxrcm VOMITS on the ground!
Talent Steady Shot is ready to use.
Talent Rune: Shielding is ready to use.
Ce'Nuwyn the master vampire casts Invoke Darkness.
Your shield crumbles under the damage!
The shield around htxrcm crumbles.
Ce'Nuwyn the master vampire hits htxrcm for (20 absorbed), 130 darkness (130 total damage).
Thief performs a melee critical strike against htxrcm!
Thief hits htxrcm for 84 physical, 6 cold, 20 physical (111 total damage).
Bleeding from Htxrcm hits Thief for 21 physical damage.
Ce'Nuwyn the master vampire's putrescent liquefaction area effect hits htxrcm for 35 cold, 31 darkness (67 total damage).
Htxrcm's purging blight area effect hits Bandit for 20 blight damage.
Htxrcm's purging blight area effect hits Something for 23 blight damage.
Htxrcm's purging blight area effect hits Thief for 23 blight damage.
htxrcm the level 20 ghoul archer was darkened to death by Ce'Nuwyn the master vampire on level 3 of The Maze.
































































































