










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 | 21 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 21 on the 70th Dusk 122nd year of Ascendancy at 11:03 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 63 (base 50) |
| Willpower | 19 (base 13) |
| Cunning | 49 (base 39) |
Resources
| Life | -374/322 |
| Mana | 196/285 |
| Soul | 4/14 |
| Healing Factor | 1.2211363549267 |
| Regeneration | 5.1898295084385 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 16 |
| Crit Chance | 15% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Temporal | +10% |
| Arcane | +3% |
| Darkness | +22% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 41 |
| Mental Save | 21 |
Defense: Resistances
| Physical | + 8%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 21%( 70%) |
| Darkness | + 33%( 70%) |
| Arcane | + 30%( 70%) |
| Fire | + 15%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 35% |
| Bleed Resistance | 10% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 58 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 249 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 73 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 Cunning stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
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 Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 Shade. | 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 pouch of luminous horror dust. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed black mamba head. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * '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 sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | miner's pair of rough leather boots of speed (0 def, 2 armour)T1Ego feet /armor (2.0 Encumbrance) Arcane Power/Masterpiece Keywords: miner/speed While equipped: defense ------ Armor +2 other ------- Move Speed +25% Infravision +1 A pair of boots made of leather. |
| Light source | alchemist's lamp 'Beroddarim'T3Rare lite (1.0 Encumbrance) Nature Power Keywords: survivor While equipped: defense ------ Defense +15 (+8 eff.) Resistance +12% lightning +9% fire Physical save +9 (+5 eff.) Life +40.00 Healmod +15% Immune +10% Confus +10% Bleed other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Glimmertrial the linen wizard hat (1 def, 0 armour)T1Rare head /armor (2.0 Encumbrance) Psionic Power Keywords: mindwoven While equipped: Stats +1Str +1Dex +2Mag +4Cun +1Con offense ------ Ignore resists +5% light Mind Crit +3% Mindpower +3 (+2 eff.) defense ------ Defense +1 (+1 eff.) other ------- Resource +0.13 Psi/turn A pointy cloth hat, very wizardly... |
| Tool | evasive steel torque of clear mind [power 2] (25 cooldown)T2Ego torque /charm (2.0 Encumbrance) Psionic Power Keywords: clearmind/evasive Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects 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 ringT1Ego ring /jewelry (0.1 Encumbrance) Nature Power Keywords: titan While equipped: Stats +2Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | marksman's copper ring of time (+10%)T1Ego ring /jewelry (0.1 Encumbrance) Arcane Power/Masterpiece Keywords: marksman/time While equipped: Stats +3Dex offense ------ Damage Change +10% temporal Accuracy +6 (+4 eff.) defense ------ Resistance +10% temporal Rings make your fingers look great! |
| Around waist | grounding rough leather beltT1Ego belt /armor (1.0 Encumbrance) Nature Power Keywords: grounding While equipped: defense ------ Resistance +6% lightning +5% temporal A belt that goes around your waist. |
| In main hand | Zerorach the elm bonestaff (10-12 power, 2 apr, darkness element)T1Rare staff 2H /weapon (5.0 Encumbrance) Nature Power Keywords: illumination 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: Stats +1Mag offense ------ Damage Change +10% darkness +6% acid Spell Crit +1% Spellpower +3 (+1 eff.) On-Hit (Melee): * 10% chance to reduce armor by 32% defense ------ Defense +6 (+3 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 67.91 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. |
| On hands | rough leather gloves of magic (+2) (0 def, 1 armour)T1Ego hands /armor (1.0 Encumbrance) Arcane Power Keywords: magic While equipped: Stats +2Mag offense ------ Damage Change +3% arcane defense ------ Armor +1 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 | focusing linen robe of darkness (+18%) (0 def, 0 armour)T1Ego cloth /armor (2.0 Encumbrance) Arcane Power/Psionic Power Keywords: focus/darkness While equipped: Stats +5Mag +5Wil offense ------ Damage Change +12% darkness defense ------ Resistance +18% darkness +7% all other ------- Resource +0.13 Mana/turn +0.14 Psi/turn A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Rhoyon (1 def, 0 armour)T1Rare cloak /armor (2.0 Encumbrance) Masterpiece Keywords: eldoral While equipped: Stats +1Cun +1Dex offense ------ Physical Crit +1.0% Physical Power +5 (+4 eff.) defense ------ Defense +1 (+1 eff.) Resistance +1% physical Life +60.00 Life Regen +4.00 other ------- Resource +10.00 Max stamina A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet of magic (+2)T1Ego amulet /jewelry (0.1 Encumbrance) Arcane Power/Nature Power Keywords: starlit/magic While equipped: Stats +2Mag defense ------ Resistance +13% light +10% darkness Immune +20% Blind Amulets make your neck look great! |
Inventory
starlit copper amuletT1Ego amulet /jewelry (0.1 Encumbrance) Nature Power Keywords: starlit While equipped: defense ------ Resistance +10% light +10% darkness Immune +21% Blind Amulets make your neck look great! |
copper ring of perseveranceT1Ego ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: perseverance While equipped: defense ------ Life Regen +2.00 Immune +20% Stun Rings make your fingers look great! |
Serpent's Glare (7-8 power, 15 apr, nature damage)T1Unique mindstar 1H /weapon (3.0 Encumbrance) Nature Power When used to attack: Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Damage Change +10% nature Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Resistance +10% nature Immune +50% Poison Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 121.19 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Kor's Fall (10-12 power, 0 apr, darkness element)T1Unique staff 2H /weapon (5.0 Encumbrance) Arcane Power When used to attack: Weapon Damage 10.0 - 12.0 Uses 110% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% acid +10% fire +10% darkness +10% blight Spell Crit +8% Spellpower +7 (+2 eff.) other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 123.95 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (248). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm starstaff (10-12 power, 2 apr, temporal element)T1Normal staff 2H /weapon (5.0 Encumbrance) 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% temporal Spell Crit +1% Spellpower +3 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of warding (10-12 power, 2 apr, fire element)T1Ego staff 2H /weapon (5.0 Encumbrance) Arcane Power Keywords: warding 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% fire Spell Crit +1% Spellpower +3 (+1 eff.) defense ------ Armor +4 Defense +4 (+2 eff.) Wards +2 fire other ------- Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr)T1Unique waraxe 1H /weapon (3.0 Encumbrance) Arcane Power Requires: - Strength 18 When used to attack: Weapon Damage 20.0 - 28.0 Uses 100% Str Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage Change +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Aerogachak the hardened leather beltT3Rare belt /armor (1.0 Encumbrance) Nature Power Keywords: dampening While equipped: Stats +3Dex +6Wil defense ------ Resistance +19% acid +7% fire +8% lightning +13% cold A belt that goes around your waist. |
Gloresenn the linen cloak (16 def, 4 armour)T1Rare cloak /armor (2.0 Encumbrance) Masterpiece Keywords: eldoral While equipped: Stats +2Cun +2Dex defense ------ Armor +4 Defense +16 (+8 eff.) Resistance +2% physical Spell save +3 (+1 eff.) Immune +10% Pin A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Mucuswilter' (1 def, 0 armour)T1Rare cloak /armor (2.0 Encumbrance) Nature Power Keywords: resilient While equipped: Stats +1Wil offense ------ Damage Change +6% mind Ignore resists +10% mind When Hit 2 mind defense ------ Defense +1 (+1 eff.) Resistance +6% nature Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)T1Normal cloth /armor (2.0 Encumbrance) While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)T3Ego feet /armor (3.0 Encumbrance) Masterpiece Requires: - Heavy armour training Keywords: traveler/tireless While equipped: defense ------ Armor +4 Physical save +5 (+3 eff.) other ------- Encumbrance +20 Resource +18.00 Max stamina +0.30 Stamina/turn Fatigue -1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cloud Caller (0 def, 0 armour)T1Unique head /armor (2.0 Encumbrance) Nature Power While equipped: offense ------ Damage Change +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.21 to 81.64 lightning damage (54.43 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
rough leather armour of lightning resistance (3 def, 2 armour)T1Ego light /armor (9.0 Encumbrance) Masterpiece Keywords: lightning res While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Resistance +16% lightning other ------- Fatigue +6% A suit of armour made of leather. |
voratun plate armour 'Elenuhir' (0 def, 16 armour)T5Random Unique massive /armor (17.0 Encumbrance) Nature Power/Masterpiece Requires: - Massive armour training - Strength 60 Keywords: cold res/lightning res/resilience While equipped: defense ------ Armor +16 Resistance +24% lightning +1% physical +3% light +3% blight +38% cold +6% nature Life +44.00 other ------- Fatigue +22% A suit of armour made of metal plates. |
3 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. |
118 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. |
3 aquamarineT2Normal blue /gem (0.0 Encumbrance) 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. |
lapis lazuliT3Normal blue /gem (0.0 Encumbrance) While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opalT2Normal blue /gem (0.0 Encumbrance) While equipped: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Item imbue powers: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topazT2Normal blue /gem (0.0 Encumbrance) While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)T1Ego digger /tool (3.0 Encumbrance) Masterpiece Keywords: miner While equipped: Stats +1Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emeraldT3Normal green /gem (0.0 Encumbrance) 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. |
8 spinelT1Normal green /gem (0.0 Encumbrance) While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenQuest heart /corpse (0.0 Encumbrance) Nature Power Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide PhialT1Unique lite (1.0 Encumbrance) Nature Power While equipped: offense ------ Damage Change +10% light On-Hit 15 Lite Light Burst (radius 1) 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lanternT1Normal lite (2.0 Encumbrance) While equipped: 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. |
survivor's brass lantern of healthT1Ego lite (2.0 Encumbrance) Nature Power Keywords: health/survivor While equipped: defense ------ Physical save +6 (+3 eff.) Life +40.00 Healmod +11% 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. |
Eye of the Dreaming OneT1Unique misc /tool (2.0 Encumbrance) Psionic Power While equipped: Stats +5Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootT1Unique misc /tool (2.0 Encumbrance) Nature Power While equipped: Stats +5Lck 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 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. |
4 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. |
4 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. |
17 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. |
4 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
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By BoomfusNightmare the Higher Necromancer level 17
39th Dusk 122nd year of Ascendancy at 02:06 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By BoomfusNightmare the Higher Necromancer level 11
1st Flare 122nd year of Ascendancy at 03:35 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By BoomfusNightmare the Higher Necromancer level 21
68th Dusk 122nd year of Ascendancy at 05:20 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BoomfusNightmare the Higher Necromancer level 10
4th Mirth 122nd year of Ascendancy at 00:22 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By BoomfusNightmare the Higher Necromancer level 20
48th Dusk 122nd year of Ascendancy at 18:52 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By BoomfusNightmare the Higher Necromancer level 17
39th Dusk 122nd year of Ascendancy at 01:48 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BoomfusNightmare the Higher Necromancer level 11
4th Mirth 122nd year of Ascendancy at 21:20 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By BoomfusNightmare the Higher Necromancer level 20
66th Dusk 122nd year of Ascendancy at 11:51 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By BoomfusNightmare the Higher Necromancer level 17
44th Dusk 122nd year of Ascendancy at 07:49 see stats
Log
Spikes of Decrepitude hits Bandit for 3 cold, 4 darkness (7 total damage).
Spikes of Decrepitude hits Shadowblade for 3 cold, 4 darkness (7 total damage).
BoomfusNightmare casts Rune: Shatter Afflictions.
BoomfusNightmare is not dazed anymore.
A shield forms around BoomfusNightmare.
BoomfusNightmare casts Torture Souls.
BoomfusNightmare hits Assassin Lord for 50 cold, 71 darkness (122 total damage).
BoomfusNightmare hits Shadowblade for 52 cold damage.
BoomfusNightmare hits Something for 56 cold, 69 darkness (124 total damage).
BoomfusNightmare hits Shadowblade for 56 cold, 66 darkness (122 total damage).
BoomfusNightmare killed Shadowblade!
BoomfusNightmare killed Shadowblade!
Assassin Lord uses Venomous Strike.
Assassin Lord performs a melee critical strike against BoomfusNightmare!
Your shield crumbles under the damage!
The shield around BoomfusNightmare crumbles.
BoomfusNightmare is poisoned!
BoomfusNightmare slows down.
Assassin Lord hits BoomfusNightmare for (73 absorbed), 202 nature, 17 darkness, 82 nature, 17 darkness (318 total damage).
Poison from Assassin Lord hits BoomfusNightmare for 59 nature damage.
Spikes of Decrepitude hits Assassin Lord for 9 cold, 13 darkness (21 total damage).
Spikes of Decrepitude hits Bandit for 10 cold, 12 darkness (22 total damage).
Bandit uses Infusion: Heroism.
Assassin Lord uses Dual Strike.
Assassin Lord performs a melee critical strike against BoomfusNightmare!
BoomfusNightmare is poisoned!
BoomfusNightmare is stunned!
Assassin Lord performs a melee critical strike against BoomfusNightmare!
Assassin Lord hits BoomfusNightmare for 62 physical damage.
BoomfusNightmare the level 21 higher necromancer was decapitated to death by Assassin Lord on level 2 of Unknown tunnels.
































































































