











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Nexus improved tooltips 1.7.4Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 16 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by The Mouth at level 16 on the 26th Loss 122nd year of Ascendancy at 00:18 / 1 |
Primary Stats
| Strength | 48 (base 43) |
| Dexterity | 12 (base 11) |
| Constitution | 31 (base 22) |
| Magic | 8 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 26 (base 21) |
Resources
| Life | -271/608 |
| Stamina | 112/152 |
| Healing Factor | 1.1658714593978 |
| Regeneration | 6.6076312646805 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 24.602579952692 |
| See Invisible | 24.602579952692 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 38 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Physical | +9% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 44.08934837382 (81.151787968034%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 24 |
| Physical Save | 34 |
| Spell Save | 7 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Temporal | + 10%( 70%) |
| Nature | + 10%( 70%) |
| Lightning | + 17%( 70%) |
| Mind | + 7%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Disarm Resistance | 22% |
| Confusion Resistance | 20% |
| Knockback Resistance | 22% |
| Stun Resistance | 68% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 705% 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 Cunning stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 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 successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost warrior from death by Emeluyaselle the giant blue ant. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ice ant stinger. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of 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 storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed green worm. | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Alymathel' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con offense ------ Ignore Armor +2 defense ------ Armor +3 Fatigue +2% Physical save +10 (+5 eff.) Mind save +11 (+5 eff.) Unlife -60.00 life other ------- Stamina/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Boltpassion the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +9% physical Ignore resists +15% lightning Accuracy +5 (+2 eff.) Ignore Armor +1 other ------- 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. |
| On head | Bethogann the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +1 Str defense ------ Defense +1 (+1 eff.) Resistance +3% mind +6% temporal Mind save +6 (+3 eff.) Blind Resist +10% Stun Resist +20% other ------- Stamina/turn +3.00 A pointy cloth hat, very wizardly... |
| Tool | evasive iron torque of psionic shield [power 27] (10/25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life Regen +2.00 Stun Resist +25% Rings make your fingers look great! |
| On fingers | copper ring 'Voroth'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Defense +5 (+5 eff.) Resistance +6% nature +3% lightning Crit Resistance 10.00% Unlife -20.00 life Life +44.00 Disarm Resist +22% Confus Resist +20% Pinning Resist +23% Knockbk Resist +22% Rings make your fingers look great! |
| Around waist | rough leather belt 'Starorder'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Power +10 (+3 eff.) Mindpower +4 (+2 eff.) Ignore resists +5% light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +14 Mind save +6 (+3 eff.) Unlife -60.00 life A belt that goes around your waist. |
| In main hand | Brightstrike the steel battleaxe (28-43 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 28.5 - 42.8 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 +10 nature +12 light On-crit, radius 2 +4 light On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% When Hit 4 arcane Massive two-handed battleaxes. |
| On hands | corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 acid Damage +3% acid Accuracy +11 (+4 eff.) defense ------ Armor +1 Resistance +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | impenetrable steel plate armour of resilience (0 def, 15 armour)17.0 Encumbrance T2 massive armor [Ego] Nature/Master While equipped: defense ------ Armor +15 Fatigue +22% Life +22.00 A suit of armour made of metal plates. |
| Cloak | linen cloak of implacability (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: defense ------ Defense +1 (+1 eff.) Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +23% Amulets make your neck look great! |
Inventory
blink rune of the warrior (range 5; phase 16; cd 16)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
shatter afflictions rune of the duelist (absorb 32; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 32 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 33; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 33 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 250; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 4 turns. 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. |
shielding rune of the warrior (absorb 322; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 322 damage for 3 turns. 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. |
grounding copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +12% lightning Stun Resist +22% Amulets make your neck look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
Bethiwen (16-24 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Nature Weapon Damage 16.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +8 mind On Hit: * 20 arcane resource burn While equipped: Stats +9 Wil +1 Cun +9 Con offense ------ Mind Crit +2% defense ------ Resistance +9% blight Mind save +12 (+6 eff.) Life +26.00 Massive two-handed mauls. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.6 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Tirakai's Maul (32-42 power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 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. |
elemental steel greatsword (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane 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: * Create an explosion dealing 15 cold damage (1/turn) While equipped: offense ------ Damage +7% cold Ignore resists +10% cold Massive two-handed swords. |
Halatodir1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +5 Con offense ------ Mindpower +3 (+2 eff.) Damage +6% acid defense ------ Resistance +3% nature +3% blight Mind save +6 (+3 eff.) Confus Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Shinewisp the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% light On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 defense ------ Defense +5 (+5 eff.) Crit Resistance 15.00% Life +52.00 Healmod +5% A belt that goes around your waist. |
insulating rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +6% fire +6% cold Life +34.00 A belt that goes around your waist. |
rough leather belt 'Urthathad'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Wil +4 Cun +3 Con offense ------ Physical Power +5 (+2 eff.) Ignore resists +5% blight +5% physical Against +16% Summoned Ignore Armor +2 defense ------ Resist Against +17% Summoned other ------- Infravision +3 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Glowwish the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Dex +5 Wil +1 Cun +2 Con defense ------ Defense +1 (+1 eff.) Resistance +3% light Mind save +6 (+3 eff.) other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Venombile the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) Ignore resists +10% nature On-Hit (Melee): * 10% chance to slow global speed by 40% defense ------ Defense +1 (+1 eff.) Fatigue -2% Resistance +6% cold +9% light +5% arcane Spell save +3 (+3 eff.) Mind save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Olesin (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Str offense ------ Physical Crit +3.0% Spellpower +4 (+4 eff.) Accuracy +10 (+4 eff.) defense ------ Armor +1 Resistance +1% physical Unlife -40.00 life other ------- Stamina/turn +3.00 A pair of boots made of leather. |
pair of rough leather boots 'Kehek' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% acid Ignore resists +15% physical Accuracy +5 (+2 eff.) Ignore Armor +4 defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) Unlife -40.00 life other ------- Encumbrance +22 Stamina/turn +1.00 A pair of boots made of leather. |
Duvemas the Glintmortal (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ Spell Crit +1% On-Hit 7 light Damage +4% light When Hit 4 light defense ------ Armor +1 Fatigue +1% Resistance +6% light Poison Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +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. |
Mayyvea the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Str offense ------ Ignore resists +25% temporal defense ------ Armor +3 Fatigue +5% Resistance +3% temporal other ------- Light +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 201.2 Physical damage. If the attack hits, the target is confused (26% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% 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 201.2 Physical damage. If the attack hits, the target is confused (26% 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. |
iron helm 'Lightblack' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +3% light On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +5% Resistance +3% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Tulizilarak' (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun offense ------ Mindpower +15 (+8 eff.) Damage +3% mind defense ------ Armor +5 Fatigue +5% other ------- Hate-on-crit +1.00 Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron plate armour of lightning resistance (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Ego] Master While equipped: defense ------ Armor +7 Fatigue +22% Resistance +16% lightning A suit of armour made of metal plates. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Lightreaper2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +3% light On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Defense +5 (+5 eff.) Resistance +6% mind +1% physical Mind save +6 (+3 eff.) other ------- Light +5 See Stealth +6 See Invisibility +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. |
Lisatha the Scorchwhisper2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +6% fire When Hit 13 fire On-Hit (Melee): * 20% chance to reduce armor by 13% defense ------ Resistance +18% fire Mind save +3 (+1 eff.) Life Regen +4.00 Confus Resist +10% other ------- 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 41.46 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 41.46 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Xanagamira the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Defense +5 (+5 eff.) Resistance +9% acid +2% physical Crit Resistance 15.00% Life +44.00 Disease Resist +20% other ------- 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. |
brass lantern 'Aeramira'2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +3% lightning +3% fire +5% arcane Physical save +6 (+3 eff.) Healmod +12% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max psi +10.00 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. |
brass lantern 'Xygatta'2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +3% blight +1% physical +5% arcane +9% cold Life +40.00 Disease Resist +10% other ------- 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. |
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. |
elm totem of healing [power 116] (10/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 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 (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bilbelee the Dwarf Berserker level 11
18th Wealth 122nd year of Ascendancy at 05:05 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bilbelee the Dwarf Berserker level 10
7th Wealth 122nd year of Ascendancy at 11:16 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Bilbelee the Dwarf Berserker level 6
20th Voratun 122nd year of Ascendancy at 16:32 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bilbelee the Dwarf Berserker level 10
8th Wealth 122nd year of Ascendancy at 03:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bilbelee the Dwarf Berserker level 14
22nd Dearth 122nd year of Ascendancy at 06:20 see stats
Log
The Mouth casts Gravity Spike.
Bilbelee is drawn in by the singularity!
The Mouth hits Bilbelee for 90 physical damage.
Talent Resonance Field is ready to use.
The Mouth casts Spatial Tether.
The Mouth's spell attains critical power!
Bilbelee has been tethered!
Bilbelee uses Resonance Field.
A psychic field forms around Bilbelee.
Bilbelee feels pain again.
Talent Vitality is ready to use.
Talent Stunning Blow is ready to use.
The Mouth casts Temporal Bolt.
The Mouth's spell attains critical power!
The Mouth hits Bilbelee for (39 resonance), 39 temporal (39 total damage).
Talent Infusion: Regeneration is ready to use.
The Mouth retunes the fabric of spacetime.
Bilbelee uses Infusion: Regeneration.
Bilbelee starts regenerating health quickly.
Your resonance field crumbles under the damage!
The psychic field around Bilbelee crumbles.
Bilbelee has been yanked back to the tether!
The Mouth's spatial tether hits Bilbelee for (37 resonance), 37 temporal, (35 resonance), 59 physical, 74 temporal, 95 physical (265 total damage).
Bilbelee the level 16 dwarf berserker was dissected to death by The Mouth and revived as a screeching drem bat on level 3 of The Deep Bellow.
Bilbelee's rage subsides!










































































