










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
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:
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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Strapless Steam Generators 1.7.0Modifies the Mirror of Reflection, adding an option to hide or restore the front straps of any attached steam generators from the Embers of Rage DLC. 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 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: 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 20 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Girilaith the polar bear at level 20 on the 33rd Haze 122nd year of Ascendancy at 02:14 / 2Killed by Girilaith the polar bear at level 20 on the 33rd Haze 122nd year of Ascendancy at 02:31 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 45 (base 41) |
| Magic | 51 (base 48) |
| Willpower | 12 (base 10) |
| Cunning | 16 (base 13) |
Resources
| Life | -368/482 |
| Insanity | 99/100 |
| Paradox | 300 |
| Healing Factor | 1.4811689881046 |
| Regeneration | 3.9250978184773 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 27.815289237657 |
| See Invisible | 30.815289237657 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 17 |
| Crit Chance | 5% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Arcane | +5% |
| Mind | +3% |
| All | 0% |
| Lightning | +11% |
| Light | +12% |
| Temporal | +5% |
| Physical | +3% |
| Fire | +6% |
| Darkness | +23% |
Offense: Damage Penetration
| Darkness | +15% |
| Acid | +10% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21.201116321116 (30%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 3 |
| Physical Save | 32 |
| Spell Save | 24 |
| Mental Save | 15 |
Defense: Resistances
| Lightning | + 36%( 70%) |
| Nature | + 14%( 70%) |
| Darkness | + 15%( 70%) |
| Blight | + 18%( 70%) |
| Acid | + 32%( 70%) |
| Fire | + 32%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 18% |
| Poison Resistance | 10% |
| Blind Resistance | 35% |
| Silence Resistance | 20% |
| Pinning Resistance | 24% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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: 4 lightning, 2 physical, 4 darkness, 4 mind |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 510% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Rift | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Revelation |
Quests
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 repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * '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.' * You've found the needed chunk of ghoul flesh. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
Equipment
| On feet | Shadowbringer (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +4 Con dps ---------- Res.pen +5% darkness +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 12 ----- def ----- Armour +1 Phys.save +3 (+2 eff.) ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
| Light source | Salokira1.0 T3 lite [Rare] Master While equipped: ----- def ----- Resists +3% nature +3% fire Blind- +35% Poison- +10% Confus- +18% Stun/Frz- +20% ---------- misc Equi/ret +0.04 Hate/m.crit +4.00 Light +8 See.Stealth +9 See.Invis +12 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Yvuravea the Abyssvengeance (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +6 Fatigue +3% Resists +9% fire Spell.save +6 (+3 eff.) Die.at -60.00 life Heal.mod +10% Silence- +20% ---------- misc Infravis +2 A cap made of leather. |
| Tool | soothing ash totem of thorny skin [power 25] (6/20 cooldown)2.0 T2 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to heal for 42. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Korikaltholathalar'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% acid +3% mind Acc +4 (+3 eff.) Melee Ret 2 mind ----- def ----- Resists +24% acid Max.HP +26.00 Disarm- +20% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
| On fingers | Dawnwedge0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +12% light +6% acid Res.pen +10% acid ----- def ----- Resists +28% lightning ---------- misc Light +2 Rings make your fingers look great! |
| Around waist | Searsmash1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+3 eff.) Dmg.mod +6% fire Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Resists +12% fire Phys.save +8 (+4 eff.) A belt that goes around your waist. |
| In main hand | Relgehell (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +1 Dex +2 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness +3% physical ----- def ----- Defense +37 (+16 eff.) Phys.save +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 74.93 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. |
| On hands | umbral hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 12 darkness Dmg.mod +3% darkness ----- def ----- Armour +2 Resists +5% darkness 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. |
| Main armor | timebroken cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Nature While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +4 (+1 eff.) Dmg.mod +5% arcane +5% temporal ----- def ----- Resists +8% blight +11% all Max.HP +49.00 HP.reg +2.40 Heal.mod +13% ---------- misc Max.mana +47.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | murderer's linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +1 Dex dps ---------- Acc +4 (+3 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
Inventory
infernal ash vilestaff of channeling (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +15.00% Spell.pwr +19 (+6 eff.) Melee+ 17 fire Dmg.mod +15% darkness ---------- misc Mana/turn +0.10 See.Invis +6 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Dourreeve the elven-wood magestaff (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% fire +6% nature +6% darkness Res.pen +35% darkness On Hit (Melee): * 20% chance to slow global speed by 37% * 20% chance to reduce armor by 32% ----- def ----- Defense +13 (+7 eff.) Resists +18% acid ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 100.91 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. |
elven-wood starstaff 'Fogkarma' (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +64% darkness Res.pen +5% darkness +10% lightning ----- def ----- Defense +12 (+6 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 100.91 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. |
rough leather belt 'Umbrascar'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 nature 4 darkness On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Resists +12% darkness Max.HP +30.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
steady rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) Acc +5 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +5 (+5 eff.) Disarm- +20% 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. |
sand drakeskin leather gloves (0 def, 9 armour)1.0 T4 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +8% physical ----- def ----- Armour +9 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. |
7 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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
7 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
66 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
soothing dwarven-steel torque of clear mind [power 2] (6/25 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 51. Torques are made by powerful psionics to store psionic powers. |
elven-wood wand of lightning storm 'Emelitha' [power 398] (6/15 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: Stats +5 Str dps ---------- Phys.pwr +25 (+13 eff.) Acc +10 (+6 eff.) Apr +3 On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +8 Create a radius 3 storm for 5 turns. Each turn, creatures within take 88 lightning damage and will be dazed for 1 turn (441 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Khelibar the Cornac Cultist of Entropy level 20
33rd Haze 122nd year of Ascendancy at 02:29 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Khelibar the Cornac Cultist of Entropy level 10
47th Dusk 122nd year of Ascendancy at 01:26 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Khelibar the Cornac Cultist of Entropy level 20
24th Haze 122nd year of Ascendancy at 23:53 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Khelibar the Cornac Cultist of Entropy level 17
14th Haze 122nd year of Ascendancy at 05:22 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Khelibar the Cornac Cultist of Entropy level 15
77th Dusk 122nd year of Ascendancy at 20:40 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Khelibar the Cornac Cultist of Entropy level 20
33rd Haze 122nd year of Ascendancy at 02:15 see stats
Log
Nihil from Khelibar hits Girilaith the polar bear for 10 temporal damage.
Voidburn from Khelibar hits Girilaith the polar bear for (6 deflected), 8 temporal, (8 deflected), 9 darkness (17 total damage).
Melee retaliation hits Shadow for 2 mind damage.
Shadow hits Khelibar for 48 physical damage.
Khelibar loses 4 health to the entropy.
Talent Netherblast is ready to use.
Talent Cacophony is ready to use.
Agony from Girilaith the polar bear hits Khelibar for 53 mind damage.
--------------------------------
Shadow casts Fade.
Shadow fades!
Personal New Achievement: Exterminator (Nightmare (Roguelike) difficulty)!
Khelibar hits Shadow for 0 light damage.
Khelibar hits Girilaith the polar bear for (14 deflected), 72 light (72 total damage).
Khelibar hits Brown bear for 100 light damage.
Khelibar hits Hallucination for 32 light damage.
Khelibar hits Shadow for 135 light damage.
Your summoned hallucination disappears.
Khelibar killed Shadow!
Khelibar's Reality Fracture hits Shadow for 7 temporal, 1 darkness (8 total damage).
Dark Whispers from Khelibar hits Shadow for 0 darkness damage.
Dark Whispers from Khelibar hits Girilaith the polar bear for 49 darkness damage.
Nihil from Khelibar hits Girilaith the polar bear for 11 temporal damage.
Voidburn from Khelibar hits Girilaith the polar bear for 13 temporal, 14 darkness (28 total damage).
Girilaith the polar bear uses Hateful Whisper.
Girilaith the polar bear's mind surges with critical power!
Khelibar has heard the hateful whisper!
Girilaith the polar bear hits Khelibar for 502 mind damage.
Khelibar the level 20 cornac cultist of entropy was mindraped to death by Girilaith the polar bear on level 1 of Noxious Caldera.





















































































