











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! OldRPG - Overdrive - 3 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) OldRPG - Overdrive - 5 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) OldRPG - Overdrive - 6 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
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: OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) OldRPG - Overdrive - 4 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) 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! 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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Semi-Roguelike (barbecue) |
| Sex | Male |
| Race | Ghoul |
| Class | Reaver |
| Level / Exp | 19 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by Benom the dwarf at level 19 on the 5th Haze 122nd year of Ascendancy at 02:27 / 1 |
Primary Stats
| Strength | 32 (base 23) |
| Dexterity | 16 (base 11) |
| Constitution | 18 (base 10) |
| Magic | 61 (base 45) |
| Willpower | 18 (base 10) |
| Cunning | 34 (base 27) |
Resources
| Life | -145/556 |
| Vim | 214/290 |
| Healing Factor | 1.4511363549267 |
| Regeneration | 6.0222158729458 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 49 |
| Crit Chance | 31% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 49 |
| Crit Chance | 28% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Blight | +12% |
| Physical | +11% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +18% |
| Cold | +14% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 1 |
| Physical Save | 33 |
| Spell Save | 34 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 18%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 27%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 18%( 70%) |
| Physical | + 24%( 70%) |
| Lightning | + 36%( 70%) |
| Mind | + 27%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 72% |
| Poison Resistance | 90% |
| Disarm Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 251 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 84 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. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 41 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. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 169.13 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. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.49 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Plague | 1.49 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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: * You've found the needed honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of wight ectoplasm. * You've found the needed bear paw. | 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 | pair of rough leather boots 'Ce'Nanor' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Physical Crit +2.0% Spellpower +4 (+1 eff.) defense ------ Armor +1 Resistance +3% cold Unlife -40.00 life Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +2 Infravision +3 A pair of boots made of leather. |
| Light source | Emelotta2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str offense ------ Mind Crit +1% Accuracy +15 (+5 eff.) defense ------ Physical save +5 (+2 eff.) Healmod +10% other ------- Psi when Hit +0.04 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Ebonyvault' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +3 Cun offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% mind +6% darkness Physical save +3 (+1 eff.) Unlife -40.00 life A cap made of leather. |
| On hands | 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 (+4 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 level 1 Talent level: +1 to all lightning damage spells. 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. |
| Tool | yew wand of shielding [power 236] (20 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 236 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 | marksman's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
| On fingers | Glorunne the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% physical defense ------ Resistance +6% acid +6% temporal +6% nature +11% physical Spell save +3 (+2 eff.) Healmod +15% Poison Resist +10% Disarm Resist +20% Rings make your fingers look great! |
| Around neck | steel amulet 'Layubeth'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +15.00% Damage +9% blight defense ------ Defense +5 (+5 eff.) Spell save +9 (+5 eff.) other ------- Masteries +0.19 Corruption/Bone +0.19 Corruption/Plague Amulets make your neck look great! |
| In main hand | Thunderbraid (28-39 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Master/Psionic Weapon Damage 28.0 - 39.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +13 mind On Hit: * 27% chance to reduce all saves and defense by 19 While equipped: Stats +3 Cun +4 Wil offense ------ Ignore resists +9% physical +9% all Accuracy +24 (+8 eff.) Ignore Armor +20 defense ------ Resistance +12% lightning +3% light +6% blight +3% cold +5% arcane One-handed war axes. |
| Around waist | Snowrot the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Cun +3 Wil offense ------ Damage +3% blight +3% cold Ignore resists +5% cold Against +18% Summoned defense ------ Resistance +2% physical Resist Against +15% Summoned Physical save +9 (+4 eff.) Unlife -20.00 life A belt that goes around your waist. |
| In off hand | steel waraxe 'Venomimmortal' (12-17 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature On-Hit, radius 1 +16 nature +12 acid On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +15.0% Critical power +12.00% Ignore Armor +7 When Hit 4 acid One-handed war axes. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | dreamer's woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +5% blight +10% darkness +10% mind +9% all Physical save +12 (+6 eff.) Spell save +10 (+5 eff.) Mind save +23 (+11 eff.) Life +48.00 Life Regen +1.90 Healmod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
protective steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Armor +3 Defense +4 (+4 eff.) Max Resistance +3% all Physical save +7 (+3 eff.) other ------- Mana/turn +0.11 Max mana +24.00 Amulets make your neck look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.76 cold and 10.52 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
rogue's steel ring of the mountain (+12%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun offense ------ Damage +12% physical defense ------ Defense +8 (+8 eff.) Resistance +12% physical Rings make your fingers look great! |
Hazevice the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +12% fire Ignore resists +5% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Resistance +12% mind +9% cold Physical save +8 (+4 eff.) Rings make your fingers look great! |
short elm magestaff of wizardry (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Mag +2 Wil offense ------ Spell Crit +1% Spellpower +6 (+2 eff.) Damage +10% lightning other ------- Max mana +13.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short ash vilestaff of invocation (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +12 (+4 eff.) Spellpower/crit +6 Damage +15% fire other ------- Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 28.47 to 34.16 fire damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's steel longsword of projection (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego++] Arcane/Psionic Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 blight On Hit: 20% Epidemic level 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 24 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: defense ------ Disease Resist +13% Sharp, long, and deadly. |
Emeta (43-60 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Random Unique] Disrupt/Master Weapon Damage 43.0 - 60.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Deals 45 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) * Wound the target dealing 109 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +11.0% Physical Power +5 (+3 eff.) Ignore resists +10% physical Accuracy +23 (+7 eff.) Ignore Armor +8 defense ------ Resistance +6% lightning +3% cold +3% light Physical save +3 (+1 eff.) Life Regen +4.00 Cut Resist +20% Pinning Resist +10% Sharp, long, and deadly. |
iron waraxe 'Glintbrawn' (12-16 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +5 nature +20 mind While equipped: offense ------ Ignore resists +10% light defense ------ Resistance +6% nature Crit Resistance 10.00% Unlife -20.00 life Silence Resist +20% One-handed war axes. |
truestriking steel dagger of erosion (10-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature/Master 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 +9 nature While equipped: offense ------ Ignore resists +6% physical Accuracy +9 (+3 eff.) Ignore Armor +6 Sharp, short and deadly. |
truestriking dwarven-steel dagger of rage (22-28 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Weapon Damage 21.5 - 27.9 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +7% physical Ignore resists +8% physical Accuracy +22 (+7 eff.) Ignore Armor +8 Sharp, short and deadly. |
timebroken woollen robe of blight (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +15% blight +7% temporal +9% arcane defense ------ Resistance +15% blight +9% all other ------- Max mana +24.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
marauder's cured leather armour of Toknor (9 def, 4 armour)9.0 Encumbrance T2 light armor [Ego++] Master While equipped: Stats +4 Str +4 Dex offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +6 (+3 eff.) defense ------ Armor +4 Defense +9 (+9 eff.) Fatigue +7% Physical save +7 (+3 eff.) A suit of armour made of leather. |
nimble cured leather armour of Eyal (10 def, 4 armour)9.0 Encumbrance T2 light armor [Ego++] Nature/Master While equipped: Stats +3 Dex offense ------ Move Speed +20% defense ------ Armor +4 Defense +10 (+10 eff.) Fatigue +7% Life +27.00 Life Regen +1.00 Healmod +12% A suit of armour made of leather. |
radiant hardened leather armour of clarity (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature/Psionic While equipped: Stats +1 Wil defense ------ Armor +6 Defense +9 (+9 eff.) Fatigue +8% Resistance +16% blight +12% darkness +6% mind Mind save +13 (+7 eff.) other ------- Light +1 A suit of armour made of leather. |
Lisobrenor (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con defense ------ Defense +1 (+1 eff.) Resistance +6% light +3% darkness Crit Resistance 15.00% Mind save +3 (+2 eff.) Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Demonbreeze the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +1 Resistance +5% lightning +9% temporal +3% nature +5% arcane Spell save +9 (+5 eff.) A pair of boots made of leather. |
Cyrawe (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Mindpower +20 (+10 eff.) Ignore Armor +2 defense ------ Armor +2 Unlife -80.00 life Life Regen +2.60 other ------- Stamina/turn +0.70 Psi/turn +0.27 Hate-on-crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zubirema (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +4 Wil +3 Mag offense ------ Damage +4% arcane Ignore resists +10% mind defense ------ Armor +1 Fatigue +1% Resistance +5% arcane other ------- Light +2 See Invisibility +3 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. |
Poliwyn the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +2 Wil +2 Mag offense ------ Spell Crit +2% Spellpower +10 (+3 eff.) On-Hit 9 temporal On-Ranged-Hit 9 temporal Damage +5% temporal Ignore resists +25% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Fatigue +3% Resistance +7% temporal other ------- Mana-on-crit +2.00 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. |
rough leather cap 'Treenaught' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Critical power +5.00% Damage +9% physical Ignore resists +5% physical Ignore Armor +1 defense ------ Armor +1 Fatigue +1% Resistance +6% cold other ------- Max stamina +20.00 Breathe water A cap made of leather. |
bladed hardened leather cap of the bounder (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +7 Str +6 Dex defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 68.1 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
9 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. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
11 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. |
13 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. |
6 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 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
56 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. |
sapper's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun offense ------ Accuracy +3 (+1 eff.) other ------- Infravision +3 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 279/400 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. |
Islubrevea [power 2] (25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Critical power +20.00% Spellpower +5 (+2 eff.) Spellpower/crit +6 When Hit 4 arcane defense ------ Resistance +3% blight Stun Resist +10% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of gale force [power 150] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 166 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 160] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 160 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. |
Brightlash the ash totem of healing [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +3 Mag offense ------ Damage +3% fire Ignore Shields +30% When Hit 2 fire Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 13% for 2 turns. 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Flesh Ripper the Ghoul Reaver level 16
59th Dusk 122nd year of Ascendancy at 08:11 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Flesh Ripper the Ghoul Reaver level 19
2nd Haze 122nd year of Ascendancy at 12:22 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Flesh Ripper the Ghoul Reaver level 10
2nd Dusk 122nd year of Ascendancy at 05:09 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Flesh Ripper the Ghoul Reaver level 19
2nd Haze 122nd year of Ascendancy at 14:40 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Flesh Ripper the Ghoul Reaver level 6
5th Flare 122nd year of Ascendancy at 17:38 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Flesh Ripper the Ghoul Reaver level 11
7th Dusk 122nd year of Ascendancy at 05:10 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Flesh Ripper the Ghoul Reaver level 16
67th Dusk 122nd year of Ascendancy at 09:19 see stats
Log
Flesh Ripper's Soul Rot hits Thought-forged bowman for 108 blight damage.
Flesh Ripper is no longer distorted.
Flesh Ripper receives 49 healing from Flesh Ripper's purging blight area effect.
Talent Ghoulish Leap is ready to use.
Ravage from Benom the dwarf hits Flesh Ripper for (38 to bones), 0 physical (0 total damage).
Thought-forged bowman uses Crippling Shot.
Thought-forged bowman receives 4 healing.
Flesh Ripper slows down.
Thought-forged bowman's Crippling Shot hits Flesh Ripper for 99 physical damage.
Flesh Ripper speeds down outside of the retch.
Ravage from Benom the dwarf hits Flesh Ripper for 38 physical damage.
Thought-forged bowman uses Steady Shot.
Thought-forged bowman receives 3 healing.
Flesh Ripper uses Ghoulish Leap.
Flesh Ripper speeds up.
Something hits Flesh Ripper for 235 mind damage.
Flesh Ripper slows down.
Talent Virulent Disease is ready to use.
Talent Soul Rot is ready to use.
Ravage from Benom the dwarf hits Flesh Ripper for 38 physical damage.
Thought-forged bowman shoots!
Thought-forged bowman receives 3 healing.
Thought-forged bowman's Shoot hits Flesh Ripper for 72 physical damage.
Flesh Ripper is knocked back!
Flesh Ripper resists the stun!
Something hits Flesh Ripper for 172 physical damage.
Something hits Thought-forged bowman for 186 physical damage.
Flesh Ripper the level 19 ghoul reaver was pierced to death by Benom the dwarf on level 1 of Ambush!.




















































































