










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. 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 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. 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 | Insane Adventure |
| Sex | Female |
| Race | Krog |
| Class | Oozemancer |
| Level / Exp | 20 / 43% |
| Size | big |
| Lifes / Deaths | Killed by Mayiwyn the giant yellow ant at level 12 on the 49th Haze 122nd year of Ascendancy at 04:07 0 / 6Killed by Salytta the dragon turtle at level 13 on the 51st Haze 122nd year of Ascendancy at 05:25 Killed by Isamina the squid at level 13 on the 51st Haze 122nd year of Ascendancy at 06:53 Killed by armoured skeleton warrior at level 16 on the 57th Haze 122nd year of Ascendancy at 04:42 Killed by corrupted skeleton assassin at level 18 on the 75th Haze 122nd year of Ascendancy at 04:01 Killed by Xeredhewe the cold drake hatchling at level 20 on the 8th Regrowth 123rd year of Ascendancy at 02:30 |
| Antimagic | Follower |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 64 (base 48) |
| Cunning | 57 (base 41) |
Resources
| Life | -26/435 |
| Equilibrium | 65 |
| Psi | 149/154 |
| Healing Factor | 1.294804467222 |
| Regeneration | 13.271745789026 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 43.45379023378 |
| See Invisible | 43.45379023378 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 39 |
| Crit Chance | 19% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 39 |
| Crit Chance | 21% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +31% |
| Blight | +10% |
| Arcane | +6% |
| Cold | +16% |
| All | 0% |
| Lightning | +31% |
| Physical | +5% |
| Mind | +14% |
| Fire | +5% |
| Nature | +22% |
Offense: Damage Penetration
| Lightning | +16% |
| Acid | +11% |
| Fire | +10% |
| Physical | +10% |
| Mind | +20% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 2 |
| Physical Save | 28 |
| Spell Save | 27 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 19%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 21%( 70%) |
| Lightning | + 23%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 52% |
| Confusion Resistance | 47% |
| Poison Resistance | 42% |
| Blind Resistance | 42% |
| Disarm Resistance | 46% |
| Bleed Resistance | 52% |
| Teleport Resistance | 20% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 730% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 101 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Mucus | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You failed to protect the lost defiler from death by Yvelle the multi-hued drake hatchling. Escort: lost defiler (level 1 of Dreadfell) | failed |
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 Dream Walk (+1 level(s)). | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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 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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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 wretchling eyeball. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 49% (based on Cunning). Uses 42 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | brass lantern 'Urabers'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Defense +5 (+3 eff.) Resists +3% fire Mind.save +5 (+2 eff.) Teleport- +20% ---------- misc Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat 'Shockbane' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Cun +3 Str dps ---------- Dmg.mod +10% nature +3% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% nature +3% darkness A pointy cloth hat, very wizardly... |
| On hands | Salylralaith the Healkiller (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 acid Dmg.mod +7% acid +6% arcane Res.pen +15% nature Melee Ret 8 arcane 2 lightning On Hit (Melee): * 10% chance to slow global speed by 60% ----- def ----- Armour +2 Resists +7% acid +5% arcane 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. |
| Tool | Prismbringer [power 53] (21 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Cun +3 Con ----- def ----- Resists +3% light +9% fire Cut- +10% Confus- +10% Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Isitha the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% light +9% darkness Mind.save +18 (+6 eff.) Max.HP +20.00 HP.reg +3.00 Disarm- +20% Stun/Frz- +32% Rings make your fingers look great! |
| On fingers | Skybrawn the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: ----- def ----- Resists +9% blight +3% lightning Crit.chn- 10.00% Phys.save +8 (+4 eff.) Spell.save +9 (+5 eff.) Mind.save +11 (+4 eff.) Max.HP +20.00 Disarm- +26% Confus- +27% Pinning- +23% Knockbk- +22% Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 303 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Salibeth the living mindstar (117% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 117% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex +5 Mag +5 Wil +3 Cun +6 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 5 acid 11 lightning Dmg.mod +28% lightning +10% blight +5% fire +16% cold +12% acid Res.pen +6% acid +16% lightning ----- def ----- Armour +6 Defense +10 (+5 eff.) Resists +12% acid +1% physical +12% lightning HP.reg +3.00 ---------- misc Max.stam +20.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. It was corrupted by the digestive sack. |
| Around waist | Singeparry1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +9% acid Res.pen +5% acid +10% fire On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Phys.save +5 (+3 eff.) A belt that goes around your waist. |
| In off hand | Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 39 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Cloak | linen cloak 'Growthhue' (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% nature +9% mind Res.pen +10% mind ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold +3% light +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 46.48 to 58.10 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
Xerin0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +1 Cun +3 Con ---------- misc See.Invis +9 Amulets make your neck look great! |
Thunderveil the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Crit.mult +10.00% Dmg.mod +3% lightning ----- def ----- Mind.save +6 (+2 eff.) Die.at -40.00 life Confus- +20% Rings make your fingers look great! |
psionicist's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Mind.save +4 (+1 eff.) Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 42 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
ash vilestaff (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of power (118% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +17 (+12 eff.) Dmg.mod +19% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatmaul (150% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Normal] Power 150% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
Elenuhad (138% power, 6 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Str +2 Dex dps ---------- Crit.mult +5.00% Mind.pwr +15 (+5 eff.) Res.pen +10% arcane ----- def ----- Mind.save +6 (+2 eff.) Sharp, long, and deadly. |
dwarven-steel longsword (126% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
Betelaith the Daywilter (97% power, 14 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +14 Crit +2.5% Atk.spd 100% Melee+ +8 physical On Hit.r1 +4 mind While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +3% light Mind.save +3 (+1 eff.) ---------- misc Max.psi +13.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kindleshine (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 17% While equipped: Stats +2 Str +3 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 4 lightning Dmg.mod +13% lightning +7% fire +6% acid +5% cold Res.pen +7% lightning On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Resists +6% lightning Phys.save +4 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
barbed pouch of dwarven-steel shots of crippling (15/15, 152% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego++] Master Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +18.0% Capacity 15 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
dreamer's Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Psionic While equipped: ----- def ----- Resists +11% darkness +11% mind +7% all Phys.save +11 (+6 eff.) Spell.save +11 (+6 eff.) Mind.save +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Bokigatir the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Master While equipped: Stats +3 Cun +2 Con ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +20% acid +9% mind +9% nature A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% HP.reg +4.70 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
Eilinalaith the steel plate armour (10 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Crit.mult +10.00% Melee Ret 6 arcane ----- def ----- Armour +9 Defense +10 (+5 eff.) Fatigue +22% Resists +7% arcane Spell.save +14 (+7 eff.) Disarm- +20% ---------- misc Max.hate +4.00 A suit of armour made of metal plates. |
Rhegund the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Psionic While equipped: Stats +4 Dex +2 Wil +4 Cun +6 Con ----- def ----- Armour +11 Fatigue +22% Resists +7% mind Crit.chn- 10.00% Mind.save +13 (+4 eff.) ---------- misc Infravis +2 See.Invis +6 A suit of armour made of metal plates. |
Tomakor (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +9% acid On Hit (Melee): * 10% chance to slow global speed by 60% ----- def ----- Defense +1 (+1 eff.) Resists +9% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanedas the Lavaresolve (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +1 Cun dps ---------- Res.pen +10% blight ----- def ----- Defense +1 (+1 eff.) Resists +3% fire ---------- misc Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Garegoldil' (32 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Acc +15 (+13 eff.) ----- def ----- Armour +8 Defense +32 (+15 eff.) Resists +5% arcane +10% cold Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Floebile (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Resists +3% blight +3% fire +9% cold Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Unredar the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +3% blight +5% arcane +11% nature +6% acid 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. |
Urylathadrakan (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Dmg.mod +6% acid Melee Ret 4 acid ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +18.00 See.Invis +3 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. |
Ce'Nyritha the Airlord (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning +9% nature ----- def ----- Armour +1 Fatigue +1% Resists +3% light HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 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. |
Emelytta the Undeathumbra (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun +2 Wil dps ---------- Melee+ 7 acid Dmg.mod +4% acid +3% nature Res.pen +10% nature ----- def ----- Armour +1 Fatigue +1% Resists +15% acid Crit.chn- 5.00% 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. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
dwarven-steel helm 'Shockbrawn' (0 def, 14 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +6% physical Acc +15 (+13 eff.) ----- def ----- Armour +14 Fatigue +4% Resists +8% blight +12% lightning +8% darkness +15% acid Spell.save +8 (+4 eff.) Mind.save +10 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 4 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Weeppyre' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +2 Cun dps ---------- Mind.pwr +15 (+5 eff.) Melee Ret 8 acid ----- def ----- Armour +4 Fatigue +4% Resists +21% acid +6% nature ---------- misc Hate/m.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
5 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
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. |
4 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
447 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 'Ureyahor'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +1 Wil ----- def ----- Crit.chn- 5.00% Phys.save +6 (+3 eff.) Heal.mod +11% ---------- 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. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 168 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. |
Sepsismalice [power 16] (17 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% nature ----- def ----- Resists +3% blight +3% fire Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of thorny skin [power 28] (17 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 17 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Gruuuuu the Krog Oozemancer level 17
72nd Haze 122nd year of Ascendancy at 06:50 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Gruuuuu the Krog Oozemancer level 19
1st Allure 123rd year of Ascendancy at 12:43 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Gruuuuu the Krog Oozemancer level 20
6th Allure 123rd year of Ascendancy at 00:43 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Gruuuuu the Krog Oozemancer level 19
77th Haze 122nd year of Ascendancy at 06:14 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Gruuuuu the Krog Oozemancer level 10
42nd Haze 122nd year of Ascendancy at 15:24 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Gruuuuu the Krog Oozemancer level 20
1st Allure 123rd year of Ascendancy at 12:43 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Gruuuuu the Krog Oozemancer level 16
57th Haze 122nd year of Ascendancy at 14:21 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Gruuuuu the Krog Oozemancer level 9
38th Haze 122nd year of Ascendancy at 19:26 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Gruuuuu the Krog Oozemancer level 19
77th Haze 122nd year of Ascendancy at 22:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Gruuuuu the Krog Oozemancer level 14
54th Haze 122nd year of Ascendancy at 10:39 see stats
Log
Gruuuuu's nature damage is more potent.
Gruuuuu attunes to the damage.
Cold drake hatchling's armor corrodes!
Gruuuuu hits Cold drake hatchling for 115 nature, 94 acid, 14 lightning, 96 nature, 94 acid, 14 lightning (428 total damage).
Melee retaliation hits Gruuuuu for (3 antimagic), 0 cold, (3 antimagic), 0 cold (0 total damage).
Cold drake hatchling hits Gruuuuu for 48 physical damage.
Melee retaliation hits Cold drake hatchling for 26 acid, 8 arcane (35 total damage).
Melee retaliation killed Cold drake hatchling!
Xeredhewe the cold drake hatchling uses Block.
You pickup 0.65 gold pieces.
Xeredhewe the cold drake hatchling uses Dominate.
Gruuuuu shrugs off Xeredhewe the cold drake hatchling's 'Dominated'!
Gruuuuu uses Acidbeam.
Gruuuuu's natural acid becomes more concentrated!
Gruuuuu hits Cold drake hatchling for 232 acid damage.
Gruuuuu hits Xeredhewe the cold drake hatchling for (232 blocked), 0 acid (0 total damage).
Xeredhewe the cold drake hatchling uses Beckon.
Gruuuuu has been beckoned.
Xeredhewe the cold drake hatchling uses Slash.
Gruuuuu is jolted to attention by the damage and is no longer being beckoned.
Gruuuuu is no longer beckoned.
Gruuuuu's natural acid becomes more concentrated!
Xeredhewe the cold drake hatchling is disarmed!
Melee retaliation hits Xeredhewe the cold drake hatchling for 22 acid, 7 arcane, 2 lightning, 22 acid, 7 arcane, 2 lightning (63 total damage).
Xeredhewe the cold drake hatchling hits Gruuuuu for 367 physical, (38 antimagic), 0 fire, 87 physical (454 total damage).
Gruuuuu the level 20 krog oozemancer was minced to death by Xeredhewe the cold drake hatchling on level 1 of Dreadfell.
Xeredhewe the cold drake hatchling prepares for the next kill!






































































































