










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Modified Item Descriptions 1.7.6这是基于 Cleaner Item Descriptions 制作的插件,为中文玩家进行了汉化。 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 16 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by Emawen the umbral horror at level 16 on the 36th Dusk 122nd year of Ascendancy at 14:49 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 48 (base 43) |
| Willpower | 21 (base 13) |
| Cunning | 37 (base 31) |
Resources
| Life | -538/231 |
| Mana | 166/260 |
| Soul | 5/14 |
| Healing Factor | 1.0000003099961 |
| Regeneration | 0.25000007749904 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 5 |
| Crit Chance | 23% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +26% |
| Light | +3% |
| Nature | +10% |
| Lightning | +13% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 0 |
| Physical Save | 8 |
| Spell Save | 29 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 23%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 41%( 70%) |
| Temporal | + 28%( 70%) |
| Mind | + 25%( 70%) |
| Darkness | + 38%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Teleport Resistance | 20% |
| Confusion Resistance | 43% |
| Silence Resistance | 10% |
| Knockback Resistance | 60% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous 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 71 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 191 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (108 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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 |
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 Prox 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed snow giant kidney. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. 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 honey tree root. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. | 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 |
Equipment
| On feet | Flashmonster the pair of iron boots (0 def, 3 armour)T1Rare feet /armor (3.0 Encumbrance) Arcane Power Keywords: scholar While equipped: offense ------ Damage Change +3% light Spellpower +5 (+1 eff.) defense ------ Armor +3 Resistance +6% mind +3% cold Unlife -60.00 life Immune +10% Teleport other ------- Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of healthT1Ego lite (2.0 Encumbrance) Nature Power Keywords: health While equipped: defense ------ Life +41.00 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. |
| On head | mindwoven linen wizard hat of nature (+15%) (1 def, 0 armour)T1Ego head /armor (2.0 Encumbrance) Nature Power/Psionic Power Keywords: mindwoven/nature While equipped: offense ------ Damage Change +10% nature Mind Crit +2% Mindpower +2 (+1 eff.) defense ------ Defense +1 (+1 eff.) Resistance +15% nature other ------- Resource +0.10 Psi/turn A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe of endurance (dig speed 36 turns)T1Ego digger /tool (3.0 Encumbrance) Masterpiece Keywords: endurance While equipped: Stats +2Str other ------- Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | SalanorT2Rare ring /jewelry (0.1 Encumbrance) Nature Power Keywords: lightning While equipped: Stats +1Cun +1Wil offense ------ Critical power +15.00% Damage Change +13% lightning defense ------ Resistance +26% lightning +6% temporal Spell save +9 (+4 eff.) other ------- Resource +0.04 Psi when hit Rings make your fingers look great! |
| On fingers | copper ring of clarityT1Ego ring /jewelry (0.1 Encumbrance) Psionic Power Keywords: clarity While equipped: defense ------ Mind save +6 (+3 eff.) Immune +23% Confus Rings make your fingers look great! |
| Around waist | Mighty GirdleT1Unique belt /armor (1.0 Encumbrance) Masterpiece Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Life +40.00 Immune +40% Knockbk other ------- Encumbrance +70 Fatigue -10% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | cruel ash starstaff of might (15-18 power, 3 apr, darkness element)T2Ego staff 2H /weapon (5.0 Encumbrance) Arcane Power/Masterpiece Keywords: might/cruel When used to attack: Weapon Damage 15.0 - 18.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Critical power +10.00% Damage Change +15% darkness Spell Crit +15% Spellpower +6 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Bokydunahir the dwarven-steel gauntlets (0 def, 4 armour)T2Rare hands /armor (1.5 Encumbrance) Masterpiece Keywords: war While equipped: offense ------ Critical power +8.00% Spell Crit +5% Mind Crit +14% Physical Crit +12.0% defense ------ Armor +4 Resistance +6% darkness +3% temporal Immune +10% Stun +10% Teleport +20% Knockbk other ------- Fatigue +3% 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 | focusing linen robe of darkness (+16%) (0 def, 0 armour)T1Ego cloth /armor (2.0 Encumbrance) Arcane Power/Psionic Power Keywords: darkness/focus While equipped: Stats +4Mag +4Wil offense ------ Damage Change +11% darkness defense ------ Resistance +16% darkness +7% all other ------- Resource +0.12 Mana/turn +0.14 Psi/turn A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Adywyn' (1 def, 0 armour)T1Rare cloak /armor (2.0 Encumbrance) Nature Power Keywords: resilient While equipped: defense ------ Defense +1 (+1 eff.) Resistance +9% acid Life +54.00 Immune +20% Confus +10% Silence A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of willpower (+2)T1Ego amulet /jewelry (0.1 Encumbrance) Nature Power Keywords: willpower While equipped: Stats +2Wil Amulets make your neck look great! |
Inventory
warrior's steel amulet of willpower (+3)T2Ego amulet /jewelry (0.1 Encumbrance) Nature Power Keywords: willpower/warrior While equipped: Stats +3Wil defense ------ Resistance +6% physical other ------- Resource +0.30 Stamina/turn Amulets make your neck look great! |
psionicist's copper ringT1Ego ring /jewelry (0.1 Encumbrance) Psionic Power Keywords: psionic While equipped: Stats +3Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
iron greatmaul 'Adeda' (18-26 power, 1 apr)T1Rare greatmaul 2H /weapon (5.0 Encumbrance) Nature Power Keywords: erosion When used to attack: Weapon Damage 17.5 - 26.2 Uses 120% Str Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +10 nature While equipped: Stats +5Cun +5Wil other ------- Resource +2.00 Max hate +1.00 Hate/crit Infravision +1 Massive two-handed mauls. |
cruel ash magestaff of illumination (15-18 power, 3 apr, lightning element)T2Ego staff 2H /weapon (5.0 Encumbrance) Nature Power/Masterpiece Keywords: illumination/cruel When used to attack: Weapon Damage 15.0 - 18.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Critical power +10.00% Damage Change +15% lightning Spell Crit +8% Spellpower +6 (+2 eff.) defense ------ Defense +5 (+5 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 72.03 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of fate (10-12 power, 2 apr, darkness element)T1Ego staff 2H /weapon (5.0 Encumbrance) Arcane Power Keywords: fate When used to attack: Weapon Damage 10.0 - 12.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% darkness Spell Crit +4% Spellpower +3 (+1 eff.) defense ------ Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (18-22 power, 3 apr, cold element)T2Ego staff 2H /weapon (5.0 Encumbrance) Arcane Power Keywords: potent/might When used to attack: Weapon Damage 18.0 - 21.6 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Damage Change +18% cold Spell Crit +7% Spellpower +8 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Xanildara the steel waraxe (12-18 power, 5 apr)T2Rare waraxe 1H /weapon (3.0 Encumbrance) Nature Power Requires: - Strength 16 Keywords: erosion When used to attack: Weapon Damage 12.5 - 17.5 Uses 100% Str Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +8 nature While equipped: Stats +1Dex offense ------ Damage Change +6% acid On-Hit (Melee): * 10% chance to slow global speed by 43% defense ------ Armor +6 Resistance +3% acid +3% physical One-handed war axes. |
Daimareran the BrightwormT1Rare belt /armor (1.0 Encumbrance) Masterpiece Keywords: giant While equipped: Stats +3Str +4Wil +1Con offense ------ Ignore resists +5% fire Physical Power +3 (+3 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% fire Spell save +6 (+3 eff.) other ------- Infravision +1 Size +1 A belt that goes around your waist. |
MorningnullT1Rare belt /armor (1.0 Encumbrance) Nature Power Keywords: resilience While equipped: Stats +2Con +4Wil offense ------ Damage Change +6% light defense ------ Life +32.00 A belt that goes around your waist. |
noble's rough leather beltT1Ego+ belt /armor (1.0 Encumbrance) Masterpiece Keywords: noble While equipped: Stats +4Cun +4Wil offense ------ Against +16% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
linen cloak 'Bregodugund' (8 def, 0 armour)T1Rare cloak /armor (2.0 Encumbrance) Masterpiece Keywords: enveloping While equipped: Stats +1Dex +2Con offense ------ Damage Change +9% acid Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Defense +8 (+8 eff.) Resistance +3% mind Physical save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven Robe of the Worm (0 def, 0 armour)T1Cosmetic cloth /armor (2.0 Encumbrance) Arcane Power Keywords: spellwoven While equipped: offense ------ Spell Crit +2% Spellpower +2 (+0 eff.) defense ------ Resistance +7% all Spell save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ravenravage (0 def, 1 armour)T1Rare feet /armor (2.0 Encumbrance) Psionic Power Keywords: dreamer While equipped: Stats +3Cun +2Wil offense ------ Critical power +5.00% Damage Change +15% darkness Mindpower +5 (+3 eff.) defense ------ Armor +1 Physical save +6 (+6 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) other ------- Resource +4.00 Max hate +0.04 Psi when hit A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)T2Unique feet /armor (2.0 Encumbrance) Arcane Power While equipped: Stats +4Cun defense ------ Armor +1 Defense +2 (+2 eff.) Stealth +10 other ------- Fatigue +2% Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Sludgegrip (0 def, 0 armour)T1Unique hands /armor (1.0 Encumbrance) Nature Power While equipped: Stats +4Cun +4Wil offense ------ Damage Change +5% nature Mindpower +2 (+1 eff.) defense ------ Resistance +10% nature Immune +20% Poison other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
cinder hardened leather gloves of strength (+3) (0 def, 2 armour)T2Ego hands /armor (1.0 Encumbrance) Nature Power/Masterpiece Keywords: strength/cinder While equipped: Stats +3Str offense ------ Damage Change +3% fire Physical Power +6 (+6 eff.) On-Hit 5 fire defense ------ Armor +2 Resistance +5% fire 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. |
iron helm 'Faliyagund' (0 def, 3 armour)T1Rare head /armor (3.0 Encumbrance) Masterpiece Keywords: insulate While equipped: Stats +5Wil offense ------ Critical power +5.00% defense ------ Armor +3 Resistance +3% blight +6% fire +3% light +6% cold other ------- Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Halerim' (0 def, 3 armour)T1Rare head /armor (3.0 Encumbrance) Antimagic Power Keywords: cleanse While equipped: Stats +2Dex +2Mag +3Wil +1Cun +3Con defense ------ Armor +3 Resistance +6% nature +6% blight other ------- Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (0 def, 1 armour)T1Ego head /armor (2.0 Encumbrance) Masterpiece Keywords: con While equipped: Stats +3Con defense ------ Armor +1 other ------- Fatigue +1% A cap made of leather. |
reinforced steel shield (0 def, 6 armour, 59.5 block)T2Ego shield /armor (7.0 Encumbrance) Masterpiece Requires: - Shield usage training - Strength 16 Keywords: reinforced Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
9 agateT1Normal black /gem (0.0 Encumbrance) While equipped: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Item imbue powers: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
161 alchemist agateT1Normal black /alchemist-gem (0.0 Encumbrance) When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 spinelT1Normal green /gem (0.0 Encumbrance) While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 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. |
bright brass lantern of focusT1Ego lite (2.0 Encumbrance) Masterpiece/Psionic Power Keywords: bright/focus While equipped: Stats +4Wil offense ------ Damage Change +6% mind 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. |
Scrying OrbQuest orb (1.0 Encumbrance) Unknown Power While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Quest rod /charm (2.0 Encumbrance) Unknown Power 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 ChestQuest sher'tul /chest (2.0 Encumbrance) Unknown Power 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. |
iron torque of clear mind [power 1] (25 cooldown)T1Ego torque /charm (2.0 Encumbrance) Psionic Power Keywords: clearmind Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
amethystT2Normal violet /gem (0.0 Encumbrance) While equipped: Damage Change +4% all Spell Crit +2% Mind Crit +2% Physical Crit +2.0% Item imbue powers: Damage Change +4% all Spell Crit +2% Mind Crit +2% Physical Crit +2.0% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 ametrineT1Normal yellow /gem (0.0 Encumbrance) While equipped: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Item imbue powers: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrineT1Normal yellow /gem (0.0 Encumbrance) 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. |
6 zirconT1Normal yellow /gem (0.0 Encumbrance) 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BoomfusSquishy the Higher Necromancer level 10
5th Mirth 122nd year of Ascendancy at 11:39 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By BoomfusSquishy the Higher Necromancer level 8
3rd Mirth 122nd year of Ascendancy at 05:28 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BoomfusSquishy the Higher Necromancer level 10
9th Mirth 122nd year of Ascendancy at 18:19 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By BoomfusSquishy the Higher Necromancer level 10
7th Mirth 122nd year of Ascendancy at 21:43 see stats
Log
Talent Rune: Manasurge is ready to use.
Shadow hits BoomfusSquishy for 20 physical damage.
Emawen the umbral horror uses Focus Shadows.
The shadows converge on BoomfusSquishy!
BoomfusSquishy's spell attains critical power!
BoomfusSquishy unleashes a blast of frostdusk as he crosses the veil!
Shadow casts Fade.
Shadow fades!
BoomfusSquishy hits Emawen the umbral horror for 45 cold, 16 darkness (61 total damage).
BoomfusSquishy hits Shadow for 0 cold, 0 darkness (0 total damage).
Shadow casts Blindside.
Shadow hits BoomfusSquishy for 34 physical damage.
Emawen the umbral horror uses Dark Torrent.
Emawen the umbral horror hits BoomfusSquishy for 23 darkness damage.
BoomfusSquishy overcomes the gloom
Shadow performs a melee critical strike against BoomfusSquishy!
Shadow hits BoomfusSquishy for 27 physical damage.
Emawen the umbral horror's creeping dark hits BoomfusSquishy for 5 darkness damage.
BoomfusSquishy is stunned with fear!
Emawen the umbral horror performs a melee critical strike against BoomfusSquishy!
Emawen the umbral horror strikes BoomfusSquishy in the darkness (+23% damage).
Emawen the umbral horror hits BoomfusSquishy for 108 physical, 4 blight (113 total damage).
BoomfusSquishy casts Invoke Darkness.
BoomfusSquishy hits Emawen the umbral horror for 24 darkness damage.
BoomfusSquishy hits Shadow for 0 darkness damage.
Emawen the umbral horror strikes BoomfusSquishy in the darkness (+23% damage).
Emawen the umbral horror hits BoomfusSquishy for 55 physical damage.
BoomfusSquishy the level 16 higher necromancer was torn limb from limb to death by Emawen the umbral horror on level 3 of Old Forest.


































































































