








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 | Yeek |
| Class | Solipsist |
| Level / Exp | 18 / 78% |
| Size | small |
| Lifes / Deaths | Killed by shadow at level 18 on the 18th Haze 122nd year of Ascendancy at 12:58 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 6 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 63 (base 46) |
| Cunning | 46 (base 37) |
Resources
| Life | -30/247 |
| Equilibrium | 30 |
| Psi | 38/338 |
| Healing Factor | 0.9575435893407 |
| Regeneration | 0.90966640987366 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 42.365053558023 |
| See Invisible | 45.365053558023 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 41 |
| Crit Chance | 13% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 41 |
| Crit Chance | 18% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +11% |
| Darkness | +6% |
| Fire | +6% |
| Nature | +10% |
Offense: Damage Penetration
| Fire | +10% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 0 |
| Physical Save | 12.51 |
| Spell Save | 26.37 |
| Mental Save | 41 |
Defense: Resistances
| Darkness | + 13%( 70%) |
| Temporal | + 13%( 70%) |
| Nature | + 16%( 70%) |
| Lightning | + 13%( 70%) |
| Cold | + 27%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Confusion Resistance | 76% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 538% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 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 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed ritch stinger. 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 bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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 green worm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within4 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Mayesevena' (0 def, 1 armour)T1Rare feet /armor (2.0 Encumbrance) Nature Power Keywords: grounding While equipped: Stats +5Wil +1Cun +1Con offense ------ Mind Crit +2% Mindpower +5 (+2 eff.) defense ------ Armor +1 Resistance +6% lightning +6% temporal other ------- Infravision +1 A pair of boots made of leather. |
| Light source | brass lantern 'Hellpeal'T1Rare lite (2.0 Encumbrance) Nature Power Keywords: health While equipped: Stats +1Wil offense ------ Damage Change +6% darkness +6% fire Ignore resists +20% darkness +10% fire When Hit 2 fire defense ------ Life +42.00 other ------- Light +3 See Invisibility +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 | Duroldir the Gloombone (0 def, 1 armour)T1Rare head /armor (2.0 Encumbrance) Nature Power Keywords: depths While equipped: offense ------ Critical power +5.00% Mindpower +15 (+5 eff.) When Hit 2 mind On-Hit (Melee): * 10% chance to reduce damage dealt by 27% defense ------ Armor +1 Resistance +6% darkness +6% cold other ------- Resource +10.00 Max psi Fatigue +1% Breathe water A cap made of leather. |
| Tool | iron pickaxe (dig speed 37 turns)T1Normal digger /tool (3.0 Encumbrance) While equipped: Stats +1Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of clarityT1Ego ring /jewelry (0.1 Encumbrance) Psionic Power Keywords: clarity While equipped: defense ------ Mind save +6 (+2 eff.) Immune +21% Confus Rings make your fingers look great! |
| On fingers | marksman's copper ringT1Ego ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: marksman While equipped: Stats +3Dex offense ------ Accuracy +6 (+6 eff.) Rings make your fingers look great! |
| Around neck | Withering OrbsT1Unique amulet /jewelry (0.1 Encumbrance) Psionic Power While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | creative mossy mindstar of life (3-3 power, 12 apr, nature damage)T1Ego mindstar 1H /weapon (3.0 Encumbrance) Nature Power/Psionic Power Keywords: creative/life When used to attack: Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2Cun offense ------ Critical power +6.00% Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Life +10.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| 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 | 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 107.64 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour)T1Ego cloak /armor (2.0 Encumbrance) Nature Power/Masterpiece Keywords: resilient/eldoral While equipped: Stats +2Cun +1Dex defense ------ Defense +1 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven linen robe of frost (+16%) (0 def, 0 armour)T1Ego cloth /armor (2.0 Encumbrance) Nature Power/Psionic Power Keywords: mindwoven/frost While equipped: offense ------ Damage Change +11% cold Mind Crit +2% Mindpower +3 (+1 eff.) defense ------ Resistance +7% all +16% cold Mind save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
copper amulet of mastery (0.10 Psionic / Distortion)T1Ego amulet /jewelry (0.1 Encumbrance) Masterpiece Keywords: mastery While equipped: other ------- Masteries +0.10 Psionic/Distortion Amulets make your neck look great! |
Radhurain the mossy mindstar (3-3 power, 12 apr, mind damage)T1Rare mindstar 1H /weapon (3.0 Encumbrance) Nature Power/Psionic Power Keywords: creative When used to attack: Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3Cun offense ------ Critical power +6.00% Mind Crit +1% Mindpower +2 (+1 eff.) Ignore Armor +3 defense ------ Resistance +3% light +3% mind Immune +10% Confus other ------- Resource +20.00 Max stamina Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-3 power, 12 apr, nature damage)T1Normal mindstar 1H /weapon (3.0 Encumbrance) Nature Power When used to attack: Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-3 power, 12 apr, mind damage)T1Normal mindstar 1H /weapon (3.0 Encumbrance) Nature Power When used to attack: Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's mossy mindstar of life (2-3 power, 12 apr, mind damage)T1Ego mindstar 1H /weapon (3.0 Encumbrance) Nature Power Keywords: life/nature When used to attack: Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage Change +2% nature Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Resistance +2% blight Life +14.00 Life Regen +0.50 Immune +11% Disease other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
imbued elm starstaff (10-12 power, 2 apr, darkness element)T1Ego+ staff 2H /weapon (5.0 Encumbrance) Arcane Power Requires: - Magic 11 Keywords: imbued 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: On Spell Hit:10% Moonlight Ray level 2 offense ------ Damage Change +10% darkness Spell Crit +1% Spellpower +3 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Issohek the Prismsear (12-18 power, 2 apr)T1Rare waraxe 1H /weapon (3.0 Encumbrance) Antimagic Power Requires: - Strength 11 Keywords: persecution When used to attack: Weapon Damage 12.5 - 17.5 Uses 100% Str Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +2 Critical Rate +4.5% Attack Speed 100% Ignore Shields +20% Damage Against +7% Unnatural While equipped: Stats +1Con +2Wil offense ------ Damage Change +6% light defense ------ Resistance +6% mind other ------- Light +1 One-handed war axes. |
Malugodor the rough leather beltT1Rare belt /armor (1.0 Encumbrance) Masterpiece Keywords: giant While equipped: Stats +1Str +2Dex offense ------ Mindpower +10 (+4 eff.) Physical Crit +4.0% Physical Power +3 (+2 eff.) defense ------ Spell save +6 (+2 eff.) Unlife -60.00 life other ------- Size +1 A belt that goes around your waist. |
WretchbileT1Rare belt /armor (1.0 Encumbrance) Masterpiece Keywords: insulate While equipped: offense ------ Ignore resists +25% nature defense ------ Resistance +6% lightning +6% temporal +3% blight +6% fire +9% cold A belt that goes around your 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. |
enveloping linen cloak of Iron Throne (8 def, 0 armour)T1Ego cloak /armor (2.0 Encumbrance) Masterpiece Keywords: enveloping/iron.throne While equipped: Stats +2Str +2Con defense ------ Defense +8 (+8 eff.) Physical save +6 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Poliriarin' (5 def, 3 armour)T1Rare feet /armor (3.0 Encumbrance) Masterpiece Keywords: disengage While equipped: Stats +2Cun +2Dex offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +3 Defense +5 (+5 eff.) Resistance +9% nature Immune +10% Confus other ------- Fatigue +2% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of tirelessness (0 def, 1 armour)T1Ego feet /armor (2.0 Encumbrance) Masterpiece Keywords: tireless While equipped: defense ------ Armor +1 other ------- Resource +10.00 Max stamina +0.40 Stamina/turn A pair of boots made of leather. |
umbral rough leather gloves of strength (+2) (0 def, 1 armour)T1Ego hands /armor (1.0 Encumbrance) Arcane Power/Masterpiece Keywords: strength/umbral While equipped: Stats +2Str offense ------ Damage Change +3% darkness Physical Power +6 (+3 eff.) On-Hit 6 darkness defense ------ Armor +1 Resistance +5% darkness 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. |
Darkbile the rough leather cap (0 def, 1 armour)T1Rare head /armor (2.0 Encumbrance) Masterpiece Keywords: bladed While equipped: Stats +3Str offense ------ Damage Change +6% acid +9% arcane When Hit 6 darkness defense ------ Armor +1 Resistance +6% darkness other ------- Fatigue +1% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14.9 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
bladed rough leather cap of might (0 def, 1 armour)T1Ego++ head /armor (2.0 Encumbrance) Masterpiece Keywords: might/bladed While equipped: Stats +7Str +3Con offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +1 other ------- Fatigue +1% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14.9 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
grounding linen wizard hat of frost (+5%) (1 def, 0 armour)T1Ego head /armor (2.0 Encumbrance) Nature Power Keywords: grounding/frost While equipped: offense ------ Damage Change +10% cold defense ------ Defense +1 (+1 eff.) Resistance +5% lightning +5% temporal +15% cold A pointy cloth hat, very wizardly... |
grounding rough leather cap of constitution (+3) (0 def, 1 armour)T1Ego head /armor (2.0 Encumbrance) Nature Power/Masterpiece Keywords: ground/con While equipped: Stats +3Con defense ------ Armor +1 Resistance +5% lightning +6% temporal other ------- Fatigue +1% A cap made of leather. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour)T1Ego head /armor (2.0 Encumbrance) Masterpiece Keywords: con/insulate While equipped: Stats +3Con defense ------ Armor +1 Resistance +5% fire +6% cold other ------- Fatigue +1% A cap made of leather. |
Lisidalle (17 def, 8 armour)T1Rare heavy /armor (14.0 Encumbrance) Masterpiece Requires: - Strength 14 Keywords: fire res While equipped: Stats +2Con offense ------ Physical Power +5 (+3 eff.) On-Hit (Melee): * 10% chance to reduce armor by 15% defense ------ Armor +8 Defense +17 (+17 eff.) Resistance +16% fire other ------- Fatigue +12% A suit of armour made of mail. |
Coral Spray (8 def, 8 armour, 48 block)T1Unique shield /armor (7.0 Encumbrance) Nature Power Requires: - Shield usage training - Strength 16 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+8 eff.) Resistance +15% cold +10% fire other ------- Resource +20.00 Max air Fatigue +12% Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
8 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. |
73 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. |
iron pickaxe of wreckage (dig speed 29 turns)T1Ego+ digger /tool (3.0 Encumbrance) Masterpiece Keywords: wreckage While equipped: Stats +3Str offense ------ Ignore Armor +6 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)T1Ego digger /tool (3.0 Encumbrance) Nature Power Keywords: woodsman While equipped: Stats +1Str offense ------ Damage Change +6% nature 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 (+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. |
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 +6 (+2 eff.) other ------- Light +3 See Stealth +5 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of focusT1Ego lite (2.0 Encumbrance) Arcane Power/Psionic Power Keywords: scorching/focus While equipped: Stats +3Wil offense ------ Damage Change +6% mind When Hit 11 fire defense ------ Resistance +6% fire 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. |
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. |
11 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. |
3 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. |
7 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
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By GoingCrazy the Yeek Solipsist level 17
3rd Haze 122nd year of Ascendancy at 08:46 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By GoingCrazy the Yeek Solipsist level 10
7th Dusk 122nd year of Ascendancy at 19:44 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By GoingCrazy the Yeek Solipsist level 10
7th Dusk 122nd year of Ascendancy at 19:43 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By GoingCrazy the Yeek Solipsist level 9
7th Mirth 122nd year of Ascendancy at 23:59 see stats
Log
Shadow casts Phase Door.
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
GoingCrazy converts some damage to Psi!
Shadow hits GoingCrazy for 24 to psi, 33 physical (56 total damage).
Melee retaliation hits Shadow for 0 mind, 0 fire (0 total damage).
GoingCrazy receives 3 healing (3 psi heal).
GoingCrazy uses Mind Sear.
GoingCrazy hits Shadow for 0 mind damage.
Shadow is no longer suffering from insomnia.
Shadow casts Blindside.
GoingCrazy converts some damage to Psi!
Shadow hits GoingCrazy for 24 to psi, 33 physical (56 total damage).
Melee retaliation hits Shadow for 2 mind, 2 fire (4 total damage).
The Withering Thing is no longer suffering from insomnia.
Talent Infusion: Movement is ready to use.
Talent Sleep is ready to use.
GoingCrazy receives 3 healing (3 psi heal).
GoingCrazy uses Infusion: Movement.
GoingCrazy is moving at extreme speed!
The Withering Thing uses Creeping Darkness.
Shadow casts Blindside.
GoingCrazy converts some damage to Psi!
Shadow hits GoingCrazy for 25 to psi, 35 physical (61 total damage).
Melee retaliation hits Shadow for 2 mind, 2 fire (4 total damage).
GoingCrazy the level 18 yeek solipsist was smashed to death by a shadow on level 3 of Heart of the Gloom.


























































































