












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 | Dwarf |
| Class | Bulwark |
| Level / Exp | 18 / 98% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 57 (base 46) |
| Dexterity | 33 (base 35) |
| Constitution | 25 (base 12) |
| Magic | 8 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | 629/720 |
| Stamina | 134/134 |
| Healing Factor | 1.2545178243369 |
| Regeneration | 3.1990204520591 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 41 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Acid | +5% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 63.746664001533 (72.903125182002%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 20 |
| Physical Save | 43 |
| Spell Save | 30 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Cold | + 23%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 23%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | + 19%( 70%) |
| Lightning | + 10%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 543% 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 Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| talent | Precise Strikes |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Reduces global action speed by 30%. Slow |
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 lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved spell save by +12. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * '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 giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of brawn. 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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' | 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 | Ce'Nybreda the pair of rough leather boots (0 def, 1 armour)T1Rare feet /armor (2.0 Encumbrance) Nature Power Keywords: grounding While equipped: Stats +1Wil offense ------ Critical power +15.00% When Hit 2 mind defense ------ Armor +1 Resistance +6% lightning +6% temporal A pair of boots made of leather. |
| Light source | survivor's brass lantern of healthT1Ego lite (2.0 Encumbrance) Nature Power Keywords: health/survivor While equipped: defense ------ Physical save +5 (+2 eff.) Life +41.00 Healmod +13% 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 | iron helm 'Plagueseam' (0 def, 3 armour)T1Rare head /armor (3.0 Encumbrance) Masterpiece Keywords: might While equipped: Stats +2Str +3Wil +3Con offense ------ Critical power +5.00% Physical Power +4 (+1 eff.) When Hit 2 mind defense ------ Armor +3 Resistance +6% nature +6% fire other ------- Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | corrosive dwarven-steel gauntlets (0 def, 2 armour)T2Ego hands /armor (1.5 Encumbrance) Nature Power Keywords: corrosive While equipped: offense ------ Damage Change +5% acid On-Hit 7 acid defense ------ Armor +2 Resistance +5% acid 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. |
| Tool | iron torque of psionic shield 'Aeruvena' [power 23] (25 cooldown)T1Rare torque /charm (2.0 Encumbrance) Psionic Power Keywords: cleansing/psionic shield While equipped: Stats +3Con offense ------ Physical Power +5 (+1 eff.) Ignore Armor +1 When Hit 6 physical other ------- Resource +20.00 Max stamina +0.04 Eq. when hit Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring of the mind (+10%)T1Ego ring /jewelry (0.1 Encumbrance) Nature Power/Psionic Power Keywords: titan/mind While equipped: Stats +2Con offense ------ Damage Change +10% mind defense ------ Resistance +10% mind Physical save +4 (+1 eff.) Rings make your fingers look great! |
| On fingers | mule's copper ringT1Ego ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: mule While equipped: other ------- Encumbrance +21 Fatigue -4% Rings make your fingers look great! |
| Around neck | copper amulet of strength (+3)T1Ego amulet /jewelry (0.1 Encumbrance) Nature Power Keywords: strength While equipped: Stats +3Str Amulets make your neck look great! |
| In main hand | balanced steel waraxe of massacre (18-26 power, 3 apr)T2Ego waraxe 1H /weapon (3.0 Encumbrance) Masterpiece Keywords: massacre/balanced When used to attack: Weapon Damage 18.5 - 25.9 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +8 (+4 eff.) Immune +24% Disarm One-handed war axes. |
| 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 off hand | Wrathroot's Barkwood (9 def, 10 armour, 30-42 power, 60 block)T2Unique shield /armor (7.0 Encumbrance) Nature Power When used to attack (with talents): Weapon Damage 30.0 - 42.0 Uses 150% Str Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+4 eff.) Resistance +20% cold +20% darkness +20% nature other ------- Fatigue +14% Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour)T1Ego cloak /armor (2.0 Encumbrance) Masterpiece Keywords: enveloping/iron.throne While equipped: Stats +1Str +1Con defense ------ Defense +7 (+3 eff.) Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Issyndur (8 def, 10 armour)T2Random Unique heavy /armor (14.0 Encumbrance) Nature Power/Psionic Power Keywords: command/rejuv/clarity While equipped: Stats +1Str +2Wil +1Cun +1Con offense ------ Damage Change +3% blight When Hit 6 blight defense ------ Armor +10 Defense +8 (+4 eff.) Resistance +6% mind Mind save +22 (+10 eff.) Life Regen +2.30 other ------- Resource +0.70 Stamina/turn Fatigue +12% A suit of armour made of mail. |
Inventory
copper amuletT1Normal amulet /jewelry (0.1 Encumbrance) Amulets make your neck look great! |
grounding copper amulet of dexterity (+3)T1Ego amulet /jewelry (0.1 Encumbrance) Nature Power Keywords: grounding/dexterity While equipped: Stats +3Dex defense ------ Resistance +11% lightning Immune +23% Stun Amulets make your neck look great! |
insulating steel amulet of constitution (+2)T2Ego amulet /jewelry (0.1 Encumbrance) Nature Power Keywords: constitution/insulating While equipped: Stats +2Con defense ------ Resistance +11% fire +10% cold Amulets make your neck look great! |
copper ringT1Normal ring /jewelry (0.1 Encumbrance) Rings make your fingers look great! |
copper ring 'Searveil'T1Rare ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: tenacity While equipped: Stats +5Str +2Mag +1Wil offense ------ Damage Change +3% acid defense ------ Resistance +3% fire Life +22.00 Immune +22% Pin +20% Disarm +21% Knockbk Rings make your fingers look great! |
solipsist's copper ringT1Ego+ ring /jewelry (0.1 Encumbrance) Psionic Power Keywords: solipsist While equipped: Stats +5Cun +5Wil offense ------ Mindpower +5 (+4 eff.) Rings make your fingers look great! |
solipsist's copper ring of clarityT1Ego+ ring /jewelry (0.1 Encumbrance) Psionic Power Keywords: solipsist/clarity While equipped: Stats +5Cun +5Wil offense ------ Mindpower +5 (+4 eff.) defense ------ Mind save +6 (+3 eff.) Immune +23% Confus Rings make your fingers look great! |
titan's copper ringT1Ego ring /jewelry (0.1 Encumbrance) Nature Power Keywords: titan While equipped: Stats +3Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
steel dagger of projection (10-14 power, 6 apr)T2Ego+ dagger 1H /weapon (1.0 Encumbrance) Psionic Power Keywords: projection When used to attack: Weapon Damage 10.5 - 13.7 Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
iron longsword (12-16 power, 2 apr)T1Normal longsword 1H /weapon (3.0 Encumbrance) When used to attack: Weapon Damage 11.5 - 16.1 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
iron longsword of massacre (18-24 power, 2 apr)T1Ego longsword 1H /weapon (3.0 Encumbrance) Masterpiece Keywords: massacre When used to attack: Weapon Damage 17.5 - 24.5 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
steel longsword of corruption (14-20 power, 3 apr)T2Ego+ longsword 1H /weapon (3.0 Encumbrance) Arcane Power Keywords: corruption When used to attack: Weapon Damage 14.0 - 19.6 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit:20% Curse of Defenselessness level 2 Sharp, long, and deadly. |
ash vilestaff (15-18 power, 3 apr, blight element)T2Normal staff 2H /weapon (5.0 Encumbrance) Requires: - Magic 16 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 ------ Damage Change +15% blight Spell Crit +2% Spellpower +6 (+6 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe of daylight (12-16 power, 2 apr)T1Ego waraxe 1H /weapon (3.0 Encumbrance) Arcane Power Keywords: daylight When used to attack: Weapon Damage 11.5 - 16.1 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 light Damage Against +5% Undead One-handed war axes. |
Brightarc the rough leather beltT1Rare belt /armor (1.0 Encumbrance) Masterpiece Keywords: blurring While equipped: defense ------ Defense +9 (+4 eff.) Resistance +9% darkness Physical save +3 (+1 eff.) Spell save +3 (+1 eff.) Immune +20% Knockbk +10% Poison Stealth +5 other ------- Light +1 A belt that goes around your waist. |
Radhigar the DuathelbutcherT1Rare belt /armor (1.0 Encumbrance) Nature Power Keywords: grounding While equipped: Stats +4Dex +1Wil offense ------ Damage Change +3% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 10% defense ------ Resistance +6% lightning +6% temporal +3% cold A belt that goes around your waist. |
rough leather belt of shieldingT1Ego belt /armor (1.0 Encumbrance) Arcane Power Keywords: shielding While equipped: defense ------ Armor +5 Create a temporary shield that absorbs 173 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
Ce'Nemivea (1 def, 0 armour)T1Rare cloak /armor (2.0 Encumbrance) Arcane Power Keywords: shaloren While equipped: Stats +1Mag +3Wil offense ------ Damage Change +3% blight Spellpower +20 (+16 eff.) When Hit 4 blight defense ------ Defense +1 (+0 eff.) Resistance +3% acid other ------- Resource +0.04 Mana/turn A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Myblek (16 def, 0 armour)T1Rare cloak /armor (2.0 Encumbrance) Masterpiece Keywords: iron.throne While equipped: Stats +2Str +2Con offense ------ Damage Change +3% arcane Ignore Shields +10% defense ------ Defense +16 (+7 eff.) Resistance +3% nature +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pitchsteel the linen cloak (1 def, 0 armour)T1Rare cloak /armor (2.0 Encumbrance) Arcane Power Keywords: shaloren While equipped: Stats +1Mag +2Wil offense ------ Damage Change +12% mind +6% darkness When Hit 2 darkness defense ------ Defense +1 (+0 eff.) Resistance +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Toriderain the Murkborn (1 def, 0 armour)T1Rare cloak /armor (2.0 Encumbrance) Psionic Power Keywords: regal While equipped: Stats +1Dex +2Wil offense ------ Damage Change +9% physical Physical Crit +1.0% Accuracy +5 (+2 eff.) Physical Power +10 (+3 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 10% defense ------ Defense +1 (+0 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubybeth (1 def, 2 armour)T1Rare cloak /armor (2.0 Encumbrance) Arcane Power Keywords: shaloren While equipped: Stats +2Mag +2Wil defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +3% blight +6% mind Immune +20% Poison A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (6 def, 0 armour)T1Ego cloak /armor (2.0 Encumbrance) Masterpiece Keywords: enveloping/eldoral While equipped: Stats +2Cun +2Dex defense ------ Defense +6 (+3 eff.) Physical save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Tundraserpent' (1 def, 0 armour)T1Rare cloak /armor (2.0 Encumbrance) Arcane Power Keywords: spellcowled While equipped: Stats +2Mag +3Wil +1Cun offense ------ Damage Change +6% cold defense ------ Defense +1 (+0 eff.) Resistance +12% cold Spell save +5 (+2 eff.) Mind save +3 (+2 eff.) other ------- Resource +40.00 Max mana A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of protection (1 def, 5 armour)T1Ego cloak /armor (2.0 Encumbrance) Arcane Power/Masterpiece Keywords: thick/protection While equipped: defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +11% cold Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleamwill the pair of rough leather boots (0 def, 1 armour)T1Rare feet /armor (2.0 Encumbrance) Psionic Power Keywords: dreamer While equipped: Stats +2Cun +3Wil offense ------ Damage Change +9% light +6% mind Ignore resists +10% light +5% mind defense ------ Armor +1 Resistance +6% light Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
Quenchlord the pair of iron boots (20 def, 3 armour)T1Rare feet /armor (3.0 Encumbrance) Psionic Power Keywords: dreamer While equipped: Stats +3Cun +3Wil offense ------ Damage Change +6% physical Ignore resists +5% cold Accuracy +5 (+2 eff.) When Hit 2 cold defense ------ Armor +3 Defense +20 (+8 eff.) Physical save +6 (+2 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) other ------- Resource +2.00 Stamina/turn Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Dralar' (0 def, 3 armour)T1Rare feet /armor (3.0 Encumbrance) Psionic Power Keywords: dreamer While equipped: Stats +10Cun +3Wil defense ------ Armor +3 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Resource +6.00 Max hate Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)T1Unique hands /armor (1.0 Encumbrance) Nature Power While equipped: Stats +2Cun +3Wil offense ------ Damage Change +5% fire Mindpower +2 (+2 eff.) defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 25.07 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
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 (+2 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. |
restful rough leather gloves (0 def, 1 armour)T1Ego hands /armor (1.0 Encumbrance) Psionic Power Keywords: restful While equipped: defense ------ Armor +1 Life Regen +3.00 other ------- Resource +12.00 Max stamina +0.50 Stamina/turn 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. |
Camynarindur the Fireseam (0 def, 1 armour)T1Rare head /armor (2.0 Encumbrance) Antimagic Power Keywords: cleanse While equipped: Stats +4Dex +2Mag offense ------ When Hit 10 fire defense ------ Armor +1 Resistance +6% nature +7% blight other ------- See Invisibility +6 Fatigue +1% A cap made of leather. |
Shockwalker (0 def, 5 armour)T1Rare head /armor (2.0 Encumbrance) Masterpiece Keywords: trickery While equipped: Stats +3Cun +3Dex offense ------ Ignore Armor +5 defense ------ Armor +5 Resistance +3% lightning +6% darkness Crit Resistance 10.00% Spell save +3 (+1 eff.) other ------- Fatigue +1% A cap made of leather. |
insulating rough leather cap of the depths (0 def, 1 armour)T1Ego head /armor (2.0 Encumbrance) Nature Power/Masterpiece Keywords: insulate/depths While equipped: defense ------ Armor +1 Resistance +5% fire +5% cold other ------- Fatigue +1% Breathe water A cap made of leather. |
rough leather cap 'Eleda' (25 def, 1 armour)T1Rare head /armor (2.0 Encumbrance) Masterpiece Keywords: dex While equipped: Stats +2Str +3Dex +1Wil +2Cun offense ------ Damage Change +3% physical defense ------ Armor +1 Defense +25 (+10 eff.) other ------- Light +3 Fatigue +1% A cap made of leather. |
stabilizing iron helm of dexterity (+2) (0 def, 3 armour)T1Ego head /armor (3.0 Encumbrance) Masterpiece Keywords: stabilize/dex While equipped: Stats +2Dex defense ------ Armor +3 Physical save +11 (+4 eff.) other ------- Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour of lightning resistance (2 def, 4 armour)T1Ego heavy /armor (14.0 Encumbrance) Masterpiece Keywords: lightning res While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Resistance +15% lightning other ------- Fatigue +12% A suit of armour made of mail. |
acidic steel shield (0 def, 4 armour, 13-16 power, 44 block)T2Ego shield /armor (7.0 Encumbrance) Nature Power Keywords: acidic When used to attack (with talents): Weapon Damage 13.0 - 15.6 Uses 100% Str Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +3.0% Block +44 On Hit: * 12% chance to reduce armor by 13% While equipped: offense ------ On-Hit 6 acid When Hit 1 acid defense ------ Armor +4 other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
steel shield of fire resistance (+17%) (0 def, 4 armour, 12-14 power, 40.5 block)T2Ego shield /armor (7.0 Encumbrance) Masterpiece Keywords: fire When used to attack (with talents): Weapon Damage 11.5 - 13.8 Uses 100% Str Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +3.0% Block +40 While equipped: defense ------ Armor +4 Resistance +17% fire other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
10 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. |
115 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. |
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 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 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. |
topazT2Normal blue /gem (0.0 Encumbrance) While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dairorand (dig speed 36 turns)T1Rare digger /tool (3.0 Encumbrance) Nature Power Keywords: woodsman While equipped: Stats +1Str +2Dex +1Mag offense ------ Damage Change +6% nature +3% acid defense ------ Resistance +10% nature other ------- Light +3 See Invisibility +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)T1Unique digger /tool (3.0 Encumbrance) Unknown Power While equipped: offense ------ Damage Change +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. |
iron pickaxe 'Urthinik' (dig speed 38 turns)T1Rare digger /tool (3.0 Encumbrance) Nature Power Keywords: woodsman While equipped: Stats +1Str +2Wil offense ------ Damage Change +6% nature +6% arcane Spellpower +20 (+16 eff.) Spellpower/crit +2 defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinelT1Normal green /gem (0.0 Encumbrance) While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
FurnacedareT1Rare lite (2.0 Encumbrance) Psionic Power Keywords: clarity While equipped: offense ------ Ignore resists +10% fire When Hit 2 acid 2 temporal defense ------ Resistance +3% temporal Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +5 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 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. |
brass lantern of clarityT1Ego lite (2.0 Encumbrance) Psionic Power Keywords: clarity While equipped: defense ------ Mind save +5 (+3 eff.) other ------- Light +3 See Stealth +5 See Invisibility +7 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. |
extending iron torque of clear mind [power 1] (25 cooldown)T1Ego torque /charm (2.0 Encumbrance) Psionic Power Keywords: clearmind/extending 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 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
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. |
2 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. |
10 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. |
13 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BoomfusCrying the Dwarf Bulwark level 10
7th Profit 122nd year of Ascendancy at 03:08 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By BoomfusCrying the Dwarf Bulwark level 6
20th Voratun 122nd year of Ascendancy at 06:53 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BoomfusCrying the Dwarf Bulwark level 9
6th Profit 122nd year of Ascendancy at 03:40 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By BoomfusCrying the Dwarf Bulwark level 18
8th Wealth 122nd year of Ascendancy at 23:34 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By BoomfusCrying the Dwarf Bulwark level 18
5th Wealth 122nd year of Ascendancy at 14:15 see stats
Log
BoomfusCrying hits Rogue for 89 physical damage.
BoomfusCrying killed Rogue!
Talent Shield Pummel is ready to use.
Resting starts...
BoomfusCrying starts regenerating health quickly.
Talent Block is ready to use.
BoomfusCrying stops regenerating health quickly.
Rested for 6 turns (stop reason: taken damage).
BoomfusCrying slows down.
Yellow jelly's Slime Spit hits BoomfusCrying for 91 lightning damage.
Resting starts...
Infusion: Regeneration is still on cooldown for 7 turns.
Infusion: Regeneration is still on cooldown for 6 turns.
Infusion: Regeneration is still on cooldown for 5 turns.
BoomfusCrying speeds up.
Infusion: Regeneration is still on cooldown for 3 turns.
Infusion: Regeneration is still on cooldown for 2 turns.
Infusion: Regeneration is still on cooldown for 1 turns.
Talent Infusion: Regeneration is ready to use.
BoomfusCrying starts regenerating health quickly.
BoomfusCrying stops regenerating health quickly.
Rested for 13 turns (stop reason: taken damage).
BoomfusCrying slows down.
Yellow jelly's Slime Spit hits BoomfusCrying for 91 lightning damage.
Saving game...
Saving done.

















































































