
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! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!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: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 16 / 81% |
| Size | big |
| Lifes / Deaths | Killed by gigantic corrosive tunneler at level 16 on the 63rd Dusk 122nd year of Ascendancy at 17:18 / 1 |
Primary Stats
| Strength | 43 (base 33) |
| Dexterity | 9 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 46 (base 34) |
| Willpower | 37 (base 20) |
| Cunning | 20 (base 10) |
Resources
| Life | -24/428 |
| Positive | 55/95 |
| Stamina | 177/212 |
| Healing Factor | 1.1460311219417 |
| Regeneration | 0.28650778048543 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 25 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Physical | +10% |
| Nature | +5% |
| Arcane | +6% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 53.551211628464 (73.607947236566%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 38 |
| Physical Save | 26 |
| Spell Save | 42 |
| Mental Save | 35 |
Defense: Resistances
| Light | + 55%( 70%) |
| Nature | + 10%( 70%) |
| Cold | + 63%( 70%) |
| Fire | + 3%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 43% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| 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: BlinkUse mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Marus of Elvala needs your help making an elixir of mysticism. 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 pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' 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 length of troll intestine. * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Barayon the Hellhunger (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 29% * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +2 Resists +3% mind +3% fire ---------- misc Infravis +1 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(93 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 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 9 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. |
| On fingers | warrior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Armour +4 Rings make your fingers look great! |
| On fingers | psionicist's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Mind.save +4 (+2 eff.) Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Emima the Sootlace (46-74 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 46.5 - 74.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 darkness On Hit.r1 +8 acid On Hit: * 20% chance to reduce armor by 29% While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 29% Massive two-handed swords. |
| Around waist | Erudeharaleg the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +6% arcane Against +15% Summoned ----- def ----- D.Red.from +16% Summoned ---------- misc Mana/turn +0.20 Vim/s.crit +1.00 A belt that goes around your waist. |
| In off hand | reinforced steel shield of cold resistance (+16%) (0 def, 6 armour, 12-15 power, 64 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +64 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold Spell.save +5 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable dwarven-steel plate armour of cold resistance (0 def, 21 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +21 Fatigue +22% Resists +17% cold A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, temporal, darkness, mind, physical)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 5 temporal, 4 darkness, 3 mind, 3 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 178; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 177.72 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 17; resist 20%; move 35%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 35% faster, and you are invisible (power 17). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
rogue's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +4 (+4 eff.) Rings make your fingers look great! |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
gold ring 'Isulle'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +5% ----- def ----- Resists +9% acid Max.HP +35.00 Disarm- +37% Pinning- +25% Knockbk- +23% ---------- misc Equi/ret +0.12 Psi/ret +0.08 Rings make your fingers look great! |
rogue's gold ring of frost (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +7 Cun dps ---------- Dmg.mod +12% cold ----- def ----- Defense +14 (+14 eff.) Resists +24% cold Rings make your fingers look great! |
slime-covered steel battleaxe (18-27 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Disrupt Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 12% chance to slow global speed by 50% Massive two-handed battleaxes. |
flaming dwarven-steel waraxe (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +6 fire One-handed war axes. |
manaburning steel dagger of persecution (10-14 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Disrupt Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Against +13% Unnatural On Hit: * 15 arcane resource burn While equipped: Stats +2 Wil Sharp, short and deadly. |
steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
steady yew longbow of lightning4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 lightning While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +12% lightning Acc +11 (+6 eff.) Longbows are used to shoot arrows at your foes. |
Duathelrot4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +16 lightning While equipped: Stats +8 Str +6 Mag dps ---------- Phys.crit +11.0% Phys.pwr +14 (+4 eff.) Dmg.mod +9% temporal +14% physical Res.pen +11% temporal +10% darkness +20% physical Acc +17 (+9 eff.) ----- def ----- Resists +9% darkness ---------- misc Reload +6 Masteries +0.15 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
Lightningraptor the quiver of ash arrows (16/16, 30-41 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Random Unique] Nature/Master/Psionic Power 29.5 - 41.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 16 Ranged+ +17 lightning +23 physical +12 acid On Hit.r1 +16 acid On Crit.r2 +19 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
rejuvenating cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+6 eff.) Fatigue +7% Resists +7% acid +6% cold HP.reg +2.50 ---------- misc Stam/turn +0.80 Breathe water A suit of armour made of leather. |
enlightening steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +7% physical Phys.save +10 (+5 eff.) Mind.save +10 (+5 eff.) A suit of armour made of mail. |
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. |
blurring hardened leather belt1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Defense +10 (+10 eff.) Stealth +5 A belt that goes around your waist. |
insulating hardened leather belt of the giants1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +8% fire +6% cold Spell.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
umbral iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 7 darkness Dmg.mod +3% arcane +4% darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +5 arcane On Crit.r2 +5 arcane On Hit: 20% Moonlight Ray 1 On Hit: * 6% chance to reduce damage dealt by 20% Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +2 Fatigue +3% HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +13.00 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +6 arcane On Crit.r2 +5 arcane On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
Eclipseclash (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +3 Cun +5 Con dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness Crit.chn- 5.00% A cap made of leather. |
6 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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. |
4 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. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
warded ash wand of shielding [power 176] (20 cooldown)2.0 T2 wand charm [Ego+] Arcane While equipped: ----- def ----- Resists +10% blight ---------- misc Wards +2 fire +2 temporal +3 light +2 nature Talents +1 Ward Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. It was hardened by the digestive sack. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By NO Praise the Hydra the Ogre Sun Paladin level 9
7th Flare 122nd year of Ascendancy at 07:09 see stats
Level 10 (Roguelike)
Got a character to level 10.By NO Praise the Hydra the Ogre Sun Paladin level 10
20th Dusk 122nd year of Ascendancy at 03:06 see stats
The Arena (Roguelike)
Unlocked Arena mode.By NO Praise the Hydra the Ogre Sun Paladin level 7
3rd Mirth 122nd year of Ascendancy at 06:37 see stats
The secret city (Roguelike)
Discovered the truth about mages.By NO Praise the Hydra the Ogre Sun Paladin level 11
28th Dusk 122nd year of Ascendancy at 22:51 see stats
Log
Gigantic corrosive tunneler is a martyr.
Weapon of Wrath hits Gigantic corrosive tunneler for 33 fire damage.
NO Praise the Hydra hits Gigantic corrosive tunneler for 173 physical, 7 darkness, 7 light, 2 mind, 9 light, 0 acid (199 total damage).
Gigantic corrosive tunneler damages himself through Martyrdom!
NO Praise the Hydra hits Gigantic corrosive tunneler for 0 acid damage.
Acid Splash from Gigantic corrosive tunneler hits NO Praise the Hydra for 2 acid damage.
Gigantic corrosive tunneler damages himself through Martyrdom!
Melee retaliation hits Gigantic corrosive tunneler for 12 light damage.
NO Praise the Hydra hits Gigantic corrosive tunneler for 0 acid damage.
Gigantic corrosive tunneler hits NO Praise the Hydra for 50 acid damage.
You collect a new ingredient: sandworm tooth (1).
NO Praise the Hydra hits Gigantic corrosive tunneler for 84 physical damage.
NO Praise the Hydra killed Gigantic corrosive tunneler!
Gigantic corrosive tunneler's acid area effect hits NO Praise the Hydra for 62 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Acid Splash from Gigantic corrosive tunneler hits NO Praise the Hydra for 2 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits NO Praise the Hydra for 62 acid damage.
NO Praise the Hydra's solar fury subsides.
Acid Splash from Gigantic corrosive tunneler hits NO Praise the Hydra for 2 acid damage.
Ran for 2 turns (stop reason: taken damage).
Gigantic corrosive tunneler's acid area effect hits NO Praise the Hydra for 62 acid damage.
NO Praise the Hydra no longer has a cursed wound.
Acid Splash from Gigantic corrosive tunneler hits NO Praise the Hydra for 2 acid damage.
Gigantic corrosive tunneler's acid area effect hits NO Praise the Hydra for 62 acid damage.
NO Praise the Hydra the level 16 ogre sun paladin was scalded to death by a gigantic corrosive tunneler on level 4 of Sandworm lair.






























































































