











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 23 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Headless Horseman at level 23 on the 30th Steel 123rd year of Ascendancy at 03:33 / 2Killed by Ganor the skeleton archer at level 23 on the 30th Steel 123rd year of Ascendancy at 03:59 |
Primary Stats
| Strength | 70 (base 49) |
| Dexterity | 20 (base 11) |
| Constitution | 59 (base 48) |
| Magic | 8 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 17 (base 13) |
Resources
| Life | -261/884 |
| Stamina | 17/188 |
| Healing Factor | 1.3351133323992 |
| Regeneration | 5.6742316626967 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 19.500146650446 |
| See Invisible | 25.500146650446 |
Offense: Mainhand
| Damage | 152 |
| Accuracy | 26 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Light | +12% |
| Temporal | +6% |
| Blight | +9% |
| Cold | +20% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 16 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Darkness | + 32%( 70%) |
| Nature | + 28%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 25%( 70%) |
| Fire | + 18%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Stun Resistance | 72% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 577% 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 Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 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 failed to protect the injured seer from death by Aeridhewe the wolf. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed sandworm tooth. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * '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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Ivamille (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +2% Resists +1% physical Phys.save +6 (+2 eff.) Spell.save +7 (+5 eff.) Mind.save +5 (+4 eff.) Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Gadann the Tundraquencher2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% Melee Ret 8 cold ----- def ----- Resists +1% physical Phys.save +5 (+2 eff.) Die.at -60.00 life 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. |
| On head | Urthokor the Scorchweeper (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Res.pen +10% fire ----- def ----- Armour +1 Fatigue +1% Resists +3% acid Crit.chn- 10.00% ---------- misc Light +1 See.Invis +6 A cap made of leather. |
| Tool | cleansing ash totem of healing [power 182] (3/13 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +26% Rings make your fingers look great! |
| On fingers | steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +3.00 Stun/Frz- +26% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Noonhue the voratun greatmaul (178% power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Arcane Power 178% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Dmg.mod +9% blight +6% temporal +12% light Res.pen +5% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 Massive two-handed mauls. |
| On hands | Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 3.0 Pwr.cost 17 out of 25/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 9.27 mind and 10.80 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 12% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 11. Terrified: Deals 2.06 mind and 2.40 darkness damage per turn and increases cooldowns by 19%. Haunted: Causes the target to suffer 3.62 mind and 4.22 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
| Main armor | reinforced leather armour 'Brodagador' (18 def, 7 armour)9.0 T4 light armor [Random Unique] Disrupt/Master While equipped: Stats +11 Str +6 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Armour +7 Defense +18 (+6 eff.) Fatigue +8% Resists +10% physical +20% darkness +12% blight +3% fire +15% nature Phys.save +15 (+5 eff.) ---------- misc Light +1 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Cloak | Isevea the linen cloak (21 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Wil +1 Cun +1 Con dps ---------- Crit.mult +5.00% ----- def ----- Defense +21 (+7 eff.) Phys.save +9 (+3 eff.) Die.at -20.00 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 | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
healing infusion of the warrior (heal 180; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 577%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 577% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the warrior (range 6; phase 20; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Naturebrand0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Res.pen +20% nature ----- def ----- Resists +3% light +6% nature +10% mind Spell.save +6 (+5 eff.) Confus- +20% Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +12% darkness Blind- +22% Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
mule's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Fatigue -4% Resists +20% acid ---------- misc Max.enc +21 Rings make your fingers look great! |
cruel elven-wood magestaff (129% power, 5 apr, cold element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +12.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe 'Delymakhad' (115% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Arcane Power 115% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +7 fire While equipped: Stats +4 Mag +1 Con ---------- misc Psi/ret +0.08 Max.psi +10.00 Massive two-handed battleaxes. |
iron battleaxe of vileness (109% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 109% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 Massive two-handed battleaxes. |
Silybeth the dwarven-steel battleaxe (156% power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 mind On Hit.r1 +12 arcane On Hit: * 24% chance to reduce all saves and defense by 14 * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +3 Cun +5 Wil dps ---------- Phys.crit +2.0% Apr +4 Massive two-handed battleaxes. |
Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Lightning Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +24 dazing lightning While equipped: Stats +4 Dex +4 Cun +4 Mag dps ---------- Dmg.mod +8% lightning ----- def ----- Armour +2 Resists +2% all Aquamarine: Lightning Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
enhanced steel greatmaul of massacre (144% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Nature/Master Power 144% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +6 Str +7 Dex +7 Mag +6 Wil +5 Cun +6 Con Massive two-handed mauls. |
balanced iron greatsword of massacre (125% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 126% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+5 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +31% Massive two-handed swords. |
iron greatsword (109% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 109% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steady rough leather sling4.0 T1 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Phys.crit +2.0% Acc +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Samolar the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +9% mind ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +6% physical Phys.save +21 (+7 eff.) Mind.save +6 (+4 eff.) ---------- misc Max.hate +10.00 Max.psi +50.00 A suit of armour made of leather. |
impenetrable iron mail armour (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable iron plate armour of the deep (0 def, 14 armour)17.0 T1 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +14 Fatigue +22% Resists +5% acid +6% cold ---------- misc Breathe water A suit of armour made of metal plates. |
prismatic dwarven-steel plate armour of fire resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +18% fire +12% light +12% darkness A suit of armour made of metal plates. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
Hurutondur the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Cun dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +6% mind ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of iron boots (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Ivebrenor' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) S.pwr/crit +6 Dmg.mod +12% blight ----- def ----- Armour +5 Fatigue +4% ---------- misc Max.vim +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +5 (+4 eff.) Disarm- +21% 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. |
Nightquake (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Spell.crit +4% Crit.mult +10.00% Res.pen +15% darkness Phasing +10% ----- def ----- Armour +2 Fatigue +3% Spell.save +3 (+3 eff.) HP.reg +6.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.80 Max.stam +14.00 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. |
Sunjustice (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% fire ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +5% fire +9% nature +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
12 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. |
5 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. |
8 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
266 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 lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +44.00 Heal.mod +10% ---------- 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. |
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. |
iron pickaxe 'Yvira' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +1 Dex +2 Mag +2 Wil ----- def ----- Fatigue -5% Crit.chn- 10.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 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 172 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. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Guts the Dwarf Berserker level 20
26th Shortage 122nd year of Ascendancy at 00:26 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Guts the Dwarf Berserker level 17
28th Loss 122nd year of Ascendancy at 07:23 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Guts the Dwarf Berserker level 20
26th Shortage 122nd year of Ascendancy at 14:14 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Guts the Dwarf Berserker level 10
1st Profit 122nd year of Ascendancy at 22:25 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Guts the Dwarf Berserker level 20
25th Shortage 122nd year of Ascendancy at 21:42 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Guts the Dwarf Berserker level 22
1st Steel 123rd year of Ascendancy at 17:46 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Guts the Dwarf Berserker level 18
11st Shortage 122nd year of Ascendancy at 11:21 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Guts the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 01:41 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Guts the Dwarf Berserker level 11
33rd Profit 122nd year of Ascendancy at 01:28 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Guts the Dwarf Berserker level 19
14th Shortage 122nd year of Ascendancy at 02:45 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Guts the Dwarf Berserker level 20
26th Shortage 122nd year of Ascendancy at 12:18 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Guts the Dwarf Berserker level 23
30th Steel 123rd year of Ascendancy at 03:33 see stats
Log
Ganor the skeleton archer hits Guts for 114 temporal damage.
Guts uses Infusion: Movement.
Guts is moving at extreme speed!
Guts picks up (i.): cruel elven-wood magestaff (129% power, 5 apr, cold element).
You pickup 0.85 gold pieces.
Guts picks up (x.): pair of voratun boots 'Ivebrenor' (0 def, 5 armour).
Skeleton mage casts Flame.
You pickup 0.65 gold pieces.
Guts picks up (u.): prismatic dwarven-steel plate armour of fire resistance (0 def, 11 armour).
There is a way to the previous level here (press '' or right click to use).
Ganor the skeleton archer casts Dimensional Step.
Guts picks up (q.): steady rough leather sling.
Ganor the skeleton archer folds space with with Guts!
Ganor the skeleton archer Triggers an Anomaly! (Anomaly Haste).
Ganor the skeleton archer creates a bubble of fast time.
Ganor the skeleton archer speeds up.
Guts slows down.
Guts no longer revels in blood quite so much.
Talent Warshout is ready to use.
Skeleton mage casts Manathrust.
Skeleton mage hits Guts for 73 arcane damage.
Ganor the skeleton archer casts Webs of Fate.
Ganor the skeleton archer casts Temporal Bolt.
Ganor the skeleton archer hits Guts for 117 temporal damage.
Guts the level 23 dwarf berserker was timewarped to death by Ganor the skeleton archer on level 2 of Hallowed Fields.




















































































