











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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 Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 18 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Laurg the Bringer of Doom at level 18 on the 27th Dearth 122nd year of Ascendancy at 21:34 / 1 |
Primary Stats
| Strength | 43 (base 30) |
| Dexterity | 13 (base 10) |
| Constitution | 28 (base 20) |
| Magic | 8 (base 10) |
| Willpower | 55 (base 43) |
| Cunning | 12 (base 10) |
Resources
| Life | -48/721 |
| Stamina | 284/284 |
| Equilibrium | 105 |
| Healing Factor | 1.2456298990388 |
| Regeneration | 11.852569714026 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.766143361868% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 35 |
| Crit Chance | 16% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +10% |
| Mind | +18% |
| Lightning | +9% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Mind | +5% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 35.511077022655 (89.749889547741%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 30 |
| Physical Save | 38 |
| Spell Save | 36 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 2%( 70%) |
| Cold | + 28%( 70%) |
| All | 0%( 70%) |
| Darkness | + 7%( 70%) |
| Light | + 30%( 70%) |
| Lightning | + 59%( 70%) |
| Mind | + 3%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.50 |
| 2/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 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. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by Glorariathra the bee swarm. Escort: lost defiler (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by Polerevea the giant white ant. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 Minotaur. * 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 |
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. | 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 skeleton mage skull. * You've found the needed orc heart. * You've found the needed giant spider spinneret. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within16 lumberjacks have died. | done |
Equipment
| On feet | Ce'Notta the pair of iron boots (0 def, 7 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Crit +5.0% Ignore Armor +3 defense ------ Armor +7 Fatigue +2% Spell save +6 (+3 eff.) other ------- Max stamina +10.00 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 25/25. Range 7 Cooldown: 27 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(112 power, based on Willpower). Uses 10 power out of 7/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Isuta the Smolderworm (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: offense ------ Damage +6% acid +6% fire When Hit 4 fire 10 cold defense ------ Armor +3 Fatigue +3% Resistance +8% blight +7% darkness Spell save +8 (+4 eff.) Mind save +10 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 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 2 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
| Tool | Xanolaith the Chargeoblivion (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Mind Crit +2% Mindpower +10 (+4 eff.) Ignore resists +10% lightning defense ------ Resistance +3% lightning +9% cold other ------- Max hate +2.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Cyrovena0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Crit +2.0% Critical power +15.00% Physical Power +5 (+2 eff.) defense ------ Defense +10 (+5 eff.) Resistance +1% physical Blind Resist +20% other ------- Max stamina +10.00 Infravision +4 See Stealth +6 See Invisibility +7 Rings make your fingers look great! |
| On fingers | psionicist's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil offense ------ Accuracy +9 (+5 eff.) Ignore Armor +9 defense ------ Defense +9 (+5 eff.) Mind save +6 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 89% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | Emeloyara the Nimbussweep1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Critical power +7.00% Physical Power +4 (+2 eff.) Damage +9% lightning +9% mind When Hit 4 mind defense ------ Resistance +24% lightning +3% mind A belt that goes around your waist. |
| In main hand | Huredothad (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Psionic Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 20 arcane resource burn * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce armor by 9% defense ------ Resistance +1% physical Disease Resist +10% Disarm Resist +20% Massive two-handed swords. |
| On hands | dwarven-steel gauntlets 'Glaciergore' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +10 (+4 eff.) Damage +9% mind Ignore resists +10% cold When Hit 2 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Armor +2 Fatigue +3% Resistance +12% cold 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. |
| Main armor | steel plate armour 'Rotrot' (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +2 Cun +2 Con offense ------ On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Armor +9 Fatigue +22% Resistance +16% lightning +18% nature +11% blight Life Regen +2.00 other ------- Stamina/turn +0.70 A suit of armour made of metal plates. |
| Cloak | Loridil (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Wil offense ------ Critical power +10.00% Ignore resists +5% mind When Hit 10 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Defense +10 (+5 eff.) Resistance +3% acid Physical save +8 (+3 eff.) other ------- Psi when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Lightningtyphoon the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +5 Dex +1 Con offense ------ When Hit 2 nature defense ------ Resistance +3% lightning Amulets make your neck look great! |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
restful gold amulet of mastery (0.18 Cunning / Survival)0.1 Encumbrance T3 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +1.00 other ------- Masteries +0.18 Cunning/Survival Amulets make your neck look great! |
psionicist's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
flaming steel battleaxe of massacre (32-49 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 32.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +9 fire Massive two-handed battleaxes. |
acidic steel dagger (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
dwarven-steel dagger of corruption (20-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 3 Sharp, short and deadly. |
manaburning steel dagger of massacre (17-22 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Disrupt/Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 12 arcane resource burn Sharp, short and deadly. |
voratun greatmaul 'Arobrema' (66-99 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Weapon Damage 66.0 - 99.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +7 blight +12 mind On Hit: 20% Epidemic level 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Mind Crit +3% Mindpower +5 (+2 eff.) Ignore resists +13% all Accuracy +14 (+6 eff.) Ignore Armor +14 defense ------ Disease Resist +29% other ------- EQ when Hit +0.04 Massive two-handed mauls. |
slime-covered steel greatsword (26-41 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Disrupt Weapon Damage 25.5 - 40.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 12% chance to slow global speed by 51% Massive two-handed swords. |
ash longbow of acid4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +9 acid While equipped: offense ------ Damage +17% acid Longbows are used to shoot arrows at your foes. |
steel longsword (16-23 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Normal] Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
steel longsword (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Normal] Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
steel longsword (14-19 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Normal] Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
chilling steel mace of massacre (24-34 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane/Master Weapon Damage 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +13 cold Blunt and deadly. |
dwarven-steel mace (26-36 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Normal] Weapon Damage 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% Blunt and deadly. |
caller's vined mindstar of frost (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 4 cold Damage +7% acid +6% fire +16% cold +6% physical Ignore resists +3% acid +2% fire +11% cold +3% physical defense ------ Armor +7 Resistance +5% cold Heal-on-summon +17 other ------- Max Summons +2 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. |
resonating mossy mindstar of frost (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Resonance +5% On-Hit 5 cold Damage +2% mind +5% cold Ignore resists +3% mind +4% cold defense ------ Armor +6 Resistance +3% mind +4% cold other ------- Psi when Hit +0.60 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. |
resonating vined mindstar of sand (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Resonance +5% On-Hit 4 physical Damage +3% mind +6% physical Ignore resists +4% mind +10% physical defense ------ Resistance +4% mind +6% physical other ------- Psi when Hit +0.50 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. |
vined mindstar of venom (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 6 acid Damage +4% acid Ignore resists +6% acid defense ------ Resistance +6% acid Life Regen +1.00 other ------- 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. |
wyrm's thorny mindstar (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 4 lightning 4 physical 3 fire 3 acid 4 cold defense ------ Resistance +4% lightning +3% physical +4% cold +5% fire +5% acid other ------- 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. |
greater yew vilestaff (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +14 (+6 eff.) Damage +20% blight +20% fire +20% darkness +20% acid other ------- Talents +1 Command Staff This staff offers 20% bonus to darkness, blight, acid, fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
infernal yew magestaff of greater warding (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +21.00% Spellpower +14 (+6 eff.) On-Hit 18 fire Damage +20% fire defense ------ Armor +6 Defense +8 (+4 eff.) other ------- See Invisibility +8 Wards +3 fire Talents +2 Ward +1 Command Staff This staff offers 20% bonus, 3 wards to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's steel waraxe of daylight (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +6 blight +5 light Damage Against +5% Undead On Hit: 20% Epidemic level 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 5 While equipped: defense ------ Disease Resist +13% One-handed war axes. |
steel waraxe of paradox (14-19 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 temporal While equipped: defense ------ Resistance +5% temporal One-handed war axes. |
Nightmaim the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Con offense ------ Physical Crit +2.0% Damage +6% physical Ignore resists +10% darkness +10% physical When Hit 2 mind On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Defense +17 (+9 eff.) Stealth +8 A belt that goes around your waist. |
grounding rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Dex +3 Cun +6 Lck defense ------ Resistance +6% lightning +5% temporal Stealth +5 other ------- Disarm Traps +8 Infravision +4 A belt that goes around your waist. |
Dagudas the cashmere cloak (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +3 Mag offense ------ Critical power +10.00% Ignore resists +15% physical Ignore Armor +4 defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+2 eff.) defense ------ Resistance +9% all Spell save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +15 (+6 eff.) Damage +5% all defense ------ Resistance +9% all Spell save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
bladed hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +4 Str defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 110.3 Physical damage. If the attack hits, the target is confused (27% 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. |
mindwoven cashmere wizard hat of frost (+16%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +11% cold defense ------ Defense +2 (+1 eff.) Resistance +16% cold other ------- Psi/turn +0.12 A pointy cloth hat, very wizardly... |
steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Normal] While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour of clarity (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Psionic While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% mind Mind save +13 (+5 eff.) A suit of armour made of mail. |
steel mail armour of spell shielding (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% arcane Spell save +12 (+5 eff.) A suit of armour made of mail. |
cured leather armour of Eyal (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +24.00 Life Regen +3.00 Healmod +10% A suit of armour made of leather. |
prismatic cured leather armour of clarity (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +11% light +11% darkness +5% mind Mind save +12 (+4 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% acid Life Regen +2.60 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
rejuvenating cured leather armour of lightning resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +17% lightning Life Regen +2.40 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
radiant steel plate armour of fire resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego+] Nature/Master While equipped: Stats +1 Wil defense ------ Armor +9 Fatigue +22% Resistance +18% blight +18% fire +12% darkness other ------- Light +1 A suit of armour made of metal plates. |
tundral quiver of yew arrows of erosion (19/19, 29-41 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Nature Weapon Damage 29.0 - 40.6 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 19 On-ranged-hit +17 nature +21 cold On-crit, radius 2 +12 cold Arrows are used with bows to pierce your foes to death. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
220 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance 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. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
acidic pouch of steel shots (15/15, 20-24 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 15 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
blazing pouch of dwarven-steel shots of grasping (20/20, 32-38 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Nature Weapon Damage 31.5 - 37.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 On-ranged-hit +8 fire On-crit, radius 2 +6 fire On Hit: * 20% chance to create vines that bind the target to the ground dealing 154 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
overpowered ash totem of healing [power 260] (8/21 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 21 turn cooldown Natural totems are made by powerful wilders to store nature power. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By PewPew the Dwarf Wyrmic level 12
10th Wealth 122nd year of Ascendancy at 06:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By PewPew the Dwarf Wyrmic level 10
3rd Profit 122nd year of Ascendancy at 02:26 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By PewPew the Dwarf Wyrmic level 16
8th Dearth 122nd year of Ascendancy at 12:25 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By PewPew the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 12:19 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By PewPew the Dwarf Wyrmic level 16
22nd Dearth 122nd year of Ascendancy at 05:58 see stats
Log
PewPew brandishes his Summertide Phial and banishes all shadows!
Acid Splash from Laurg the Bringer of Doom hits PewPew for 18 acid damage.
Bleeding from Laurg the Bringer of Doom hits PewPew for 4 physical damage.
Melee retaliation hits Laurg the Bringer of Doom for 6 mind, 14 cold, 1 nature, 2 fire, 6 mind, 14 cold, 1 nature, 2 fire (46 total damage).
Laurg the Bringer of Doom hits PewPew for 5 physical, 8 light, 5 physical, 6 light, 7 cold (31 total damage).
PewPew meditates on nature.
PewPew picks up (z.): spellwoven woollen robe of power (0 def, 0 armour).
PewPew picks up (b.): restful gold amulet of mastery (0.18 Cunning / Survival).
PewPew picks up (q.): resonating mossy mindstar of frost (2-3 power, 12 apr, mind damage).
PewPew picks up (t.): wyrm's thorny mindstar (8-9 power, 24 apr, mind damage).
Talent Corrosive Mist is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Ice Claw is ready to use.
Talent Stunning Blow is ready to use.
Laurg the Bringer of Doom is less vulnerable.
Laurg the Bringer of Doom is fully armored again.
Acid Splash from Laurg the Bringer of Doom hits PewPew for 18 acid damage.
Bleeding from Laurg the Bringer of Doom hits PewPew for 4 physical damage.
Laurg the Bringer of Doom rushes out!
PewPew is dazed!
Melee retaliation hits Laurg the Bringer of Doom for 4 mind, 8 cold, 0 nature, 1 fire, 4 mind, 8 cold, 0 nature, 1 fire (27 total damage).
Laurg the Bringer of Doom hits PewPew for 6 physical, 7 light, 5 physical, 5 light, 6 cold (28 total damage).
PewPew is not dazed anymore.
Laurg the Bringer of Doom casts Moonlight Ray.
Laurg the Bringer of Doom hits PewPew for 82 darkness damage.
Bleeding from Laurg the Bringer of Doom hits PewPew for 4 physical damage.
Acid Splash from Laurg the Bringer of Doom hits PewPew for 15 acid damage.
PewPew fumbles and fails to use Infusion: Regeneration, injuring himself!
































































































