











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
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 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 21 / 77% |
| Size | huge |
| Lifes / Deaths | Killed by Xanovena the midge swarm at level 21 on the 41st Haze 122nd year of Ascendancy at 01:48 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 71 (base 40) |
| Dexterity | 63 (base 50) |
| Constitution | 32 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 46 (base 10) |
| Cunning | 50 (base 12) |
Resources
| Life | -41/698 |
| Stamina | 157/250 |
| Equilibrium | 30 |
| Healing Factor | 1.2824420161895 |
| Regeneration | 6.7328205849951 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 59 |
| Crit Chance | 16% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 59 |
| Crit Chance | 14% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Lightning | +10% |
| Darkness | +3% |
| Physical | +12% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +30% |
| Light | +15% |
| Nature | +5% |
| Mind | +5% |
| Lightning | +5% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (38.594633868923%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 28 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 16%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 63%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 15%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Stun Resistance | 52% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 32% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 310 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 538% 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
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You abandoned lone alchemist, to death. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 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 Minotaur. * 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 Shax 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. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * '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.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed electric eel tail. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within4 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 | pair of hardened leather boots 'Yvyda' (0 def, 6 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +6 Resists +8% lightning +11% temporal +15% light ---------- misc Infravis +2 Size +1 A pair of boots made of leather. |
| Light source | Eremurab the Furnacewitch2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% acid Res.pen +5% fire Melee Ret 4 acid ----- 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. |
| On head | Flarejeer the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +1 Mag +3 Wil +6 Cun dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Crit.chn- 10.00% A cap made of leather. |
| On hands | Duvagahek (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +27% lightning +6% blight Crit.chn- 15.00% Spell.save +3 (+1 eff.) 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. |
| Tool | Ivynor the Crackletreason [power 48] (12/20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% acid Melee Ret 6 acid 6 cold 6 lightning ----- def ----- Resists +12% cold Harden the skin for 7 turns increasing armour by 48 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Morbuswilder0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +3% darkness Res.pen +5% nature +15% acid Melee Ret 6 nature ----- def ----- Resists +3% nature Rings make your fingers look great! |
| On fingers | Lightning's kiss0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +4 Wil +4 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +11% acid +6% mind Res.pen +5% lightning +5% mind Acc +6 (+2 eff.) ----- def ----- Resists +22% acid +9% lightning Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Chamydedur (123% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 123% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 physical On Hit: * 20% chance to reduce all saves and defense by 29 While equipped: Stats +5 Str +5 Dex +6 Mag +5 Wil +6 Cun +6 Con dps ---------- Dmg.mod +6% physical Acc +20 (+5 eff.) ----- def ----- Die.at -40.00 life ---------- misc Stam/turn +2.00 Sharp, long, and deadly. |
| Around waist | noble's rough leather belt of valiance1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- D.Red.from +16% Summoned Mind.save +6 (+3 eff.) Max.HP +44.00 A belt that goes around your waist. |
| In off hand | Scorpionquill (134% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 darkness Against +13% Living While equipped: Stats +4 Dex +3 Wil +3 Cun +3 Con dps ---------- Res.pen +15% light ----- def ----- Resists +3% nature Blunt and deadly. |
| Cloak | Chamodil the Glowking (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Str +6 Wil ----- def ----- Defense +2 (+0 eff.) Max.HP +39.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Emymissra (6 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +2 Dex +1 Mag +5 Wil +4 Cun dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% lightning Mind.save +10 (+5 eff.) Max.HP +22.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion of the warrior (heal 301; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. 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. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+4 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Hybers0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% darkness Amulets make your neck look great! |
Silenn the Quenchwell0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +2 Cun +2 Con dps ---------- Res.pen +5% cold Melee Ret 4 cold ----- def ----- Resists +15% acid Blind- +15% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
Sleetwrecker the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Melee Ret 8 mind ----- def ----- Resists +9% blight +21% cold +9% nature Phys.save +8 (+4 eff.) Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Olublek'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Crit.chn- 10.00% Spell.save +3 (+1 eff.) HP.reg +2.00 ---------- misc Equi/ret +0.12 Psi/ret +0.08 Rings make your fingers look great! |
iron dagger of massacre (115% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 115% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Perseverance (138% power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 138% Range: 1.4x Uses 20% Wil, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+9 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Xanelle the Prismpiercer (118% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 blight +4 cold On Hit.r1 +8 light While equipped: dps ---------- Dmg.mod +3% light Sharp, long, and deadly. |
steel mace 'Arareth' (105% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 mind +5 nature On Hit: * 10% chance to reduce all saves and defense by 29 While equipped: Stats +2 Cun +2 Wil dps ---------- Crit.mult +10.00% Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Phys.save +3 (+1 eff.) Disarm- +20% Blunt and deadly. |
Eremorach the Forestraider (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 mind On Crit.r2 +12 nature On Hit: * 20% chance to slow global speed by 56% * 12% chance to reduce all saves and defense by 29 While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +3% nature Res.pen +5% nature ----- def ----- Resists +3% light +3% nature One-handed war axes. |
balanced iron waraxe of massacre (116% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 116% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +24% One-handed war axes. |
Adomira1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% blight Mind.save +3 (+2 eff.) Max.HP +33.00 HP.reg +2.00 Disarm- +20% A belt that goes around your waist. |
Curearc the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +4 Wil +2 Con dps ---------- Phys.pwr +3 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 56% * 10% chance to reduce all saves and defense by 29 ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
hardened leather belt 'Polevena'1.0 T3 belt armor [Rare] Master While equipped: Stats +7 Cun dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +20% mind ----- def ----- Resists +8% fire +7% cold Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.08 A belt that goes around your waist. |
Armegund the Snownigh (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Mind.crit +3% Res.pen +20% cold ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+3 eff.) ---------- misc Psi/ret +0.04 Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elenandil the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +6% temporal Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tulugahell (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Dex +3 Mag +2 Cun +4 Con dps ---------- Res.pen +10% acid Melee Ret 4 acid ----- def ----- Defense +2 (+0 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+2 eff.) Mind.save +6 (+3 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. |
focusing woollen robe of the mountain (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +10% physical ----- def ----- Resists +9% all +10% physical ---------- misc Mana/turn +0.15 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Forestkiss' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +25% blight On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +5 Fatigue +2% Resists +3% nature +3% blight ---------- 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. |
Yaranarivor the Magmafear (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- S.pwr/crit +6 Melee+ 6 acid Dmg.mod +4% acid On Hit (Melee): * 10% chance to reduce armor by 19% ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +3% fire Def/telep +5 Res/telep +5% Dur/telep +5% 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. |
corrosive iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 acid Dmg.mod +3% acid Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% acid 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. |
Emeladhetta the Shocklore (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +5% Resists +6% lightning ---------- misc Max.psi +10.00 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 163.2 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
grounding iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Gilayathel' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Mag +5 Wil +1 Cun +2 Con dps ---------- Melee Ret 2 acid ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour 'Carrionorder' (13 def, 2 armour)9.0 T1 light armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +2 Defense +13 (+4 eff.) Fatigue +6% Resists +8% mind Mind.save +10 (+5 eff.) A suit of armour made of leather. |
4 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. |
202 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. |
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. |
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. |
3 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 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. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern 'Aeradhewe'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Defense +15 (+5 eff.) Mind.save +5 (+3 eff.) HP.reg +2.00 Disarm- +20% ---------- misc Light +3 See.Stealth +6 See.Invis +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. |
bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
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. |
Heattyphoon the elm totem of healing [power 116] (12/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +3% lightning +9% fire +5% arcane +6% temporal Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing elm totem of healing [power 116] (12/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
3 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. |
2 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. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By OGRE the Krog Marauder level 17
28th Dusk 122nd year of Ascendancy at 03:30 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By OGRE the Krog Marauder level 17
23rd Dusk 122nd year of Ascendancy at 04:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By OGRE the Krog Marauder level 10
8th Mirth 122nd year of Ascendancy at 09:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By OGRE the Krog Marauder level 20
69th Dusk 122nd year of Ascendancy at 19:07 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By OGRE the Krog Marauder level 21
10th Haze 122nd year of Ascendancy at 15:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By OGRE the Krog Marauder level 5
78th Pyre 122nd year of Ascendancy at 10:07 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By OGRE the Krog Marauder level 15
7th Flare 122nd year of Ascendancy at 22:34 see stats
Log
Melee retaliation hits Adywyn the brown bear for (6 flat reduction), 0 acid, (2 flat reduction), 0 cold, (2 flat reduction), 0 nature, (3 flat reduction), 0 lightning (0 total damage).
Adywyn the brown bear hits OGRE for 170 physical, 0 arcane (170 total damage).
OGRE uses Disengage.
OGRE slows down.
OGRE is moving at extreme speed!
Xanovena the midge swarm's mind surges with critical power!
Xanovena the midge swarm attunes to the damage.
Wolf misses OGRE.
Xanovena the midge swarm shares damage with his oozes!
Melee retaliation hits Xanovena the midge swarm for (2 to psi shield), 2 acid, 1 cold, (1 to psi shield), 1 nature, 1 lightning, (1 to psi shield), 1 acid, 1 cold, (1 to psi shield), 1 nature, 3 lightning (11 total damage).
Xanovena the midge swarm hits OGRE for 24 mind, 3 physical, 46 mind, 3 physical (76 total damage).
Xanovena the midge swarm is free from the decrepitude disease.
OGRE's morale has been lowered.
Adywyn the brown bear uses Evasion.
Adywyn the brown bear tries to evade attacks.
Rotting Disease from OGRE hits Xanovena the midge swarm for 7 blight damage.
Ce'Nima the giant ice ant receives 18 healing from Rotting Disease from OGRE.
Melee retaliation hits Xanovena the midge swarm for (1 to psi shield), 2 acid, 1 cold, (1 to psi shield), 1 nature, 3 lightning (7 total damage).
Bleeding from OGRE hits Ce'Nima the giant ice ant for 10 physical damage.
Xanovena the midge swarm's Beyond the Flesh hits OGRE for 50 physical, 3 physical (53 total damage).
Adywyn the brown bear uses Adrenaline Surge.
Adywyn the brown bear feels a surge of adrenaline.
Xanovena the midge swarm uses Brainfreeze.
Xanovena the midge swarm hits OGRE for (33 antimagic), 119 cold (119 total damage).
Wolf misses OGRE.
Xanovena the midge swarm performs a melee critical strike against OGRE!
Melee retaliation hits Xanovena the midge swarm for (1 to psi shield), 2 acid, 1 cold, (1 to psi shield), 1 nature, 3 lightning, (1 to psi shield), 2 acid, 1 cold, (1 to psi shield), 1 nature, 3 lightning (14 total damage).
Xanovena the midge swarm hits OGRE for 66 mind, 3 physical, 50 mind (119 total damage).
OGRE the level 21 krog marauder was mindraped to death by Xanovena the midge swarm on level 2 of Old Forest.



















































































































