










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 16 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 5 on the 78th Pyre 122nd year of Ascendancy at 22:34 0 / 6Killed by Lisyvea the rattlesnake at level 10 on the 3rd Flare 122nd year of Ascendancy at 12:23 Killed by Lisyvea the rattlesnake at level 10 on the 3rd Flare 122nd year of Ascendancy at 14:38 Killed by skeleton magus at level 11 on the 6th Flare 122nd year of Ascendancy at 13:45 Killed by bandit at level 16 on the 69th Dusk 122nd year of Ascendancy at 14:58 Killed by storm drake hatchling at level 16 on the 69th Dusk 122nd year of Ascendancy at 16:56 |
Primary Stats
| Strength | 42 (base 33) |
| Dexterity | 10 (base 10) |
| Constitution | 19 (base 16) |
| Magic | 17 (base 10) |
| Willpower | 54 (base 38) |
| Cunning | 13 (base 10) |
Resources
| Life | -16/384 |
| Hate | 70/102 |
| Vim | 160/160 |
| Healing Factor | 0.84942470389995 |
| Regeneration | 0.21235617597499 |
Speed
| Mental | -2.2204460492503E-14% |
| Attack | -2.2204460492503E-14% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
| See Stealth | 5 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 21 |
| Crit Chance | 14% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | +6% |
| Temporal | +15% |
| Cold | +22% |
| Lightning | +22% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24.522593642275 (62.32946707186%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 17 |
| Physical Save | 20 |
| Spell Save | 22 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Temporal | + 3%( 70%) |
| Blight | + 6%( 70%) |
| Acid | + 38%( 70%) |
| Cold | + 21%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 39% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Knockback Resistance | 18% |
| Instadeath Resistance | 100% |
| Blind Resistance | 27% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.45 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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 AlchemistsUngrol 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 snow giant kidney. * You've found the needed ice ant stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots of rushing (Nightmares) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue +2% Curse of Nightmares Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Aerogar'2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Mag +4 Wil dps ---------- Dmg.mod +5% mind ----- def ----- Crit.chn- 15.00% ---------- misc Light +3 Infravis +1 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 | Cloud Caller (Misfortune) (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Misfortune Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 40.58 to 121.73 lightning damage (81.15 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | ash wand of shielding 'Cuthyrarion' [power 206] (20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Mag dps ---------- Phasing +30% Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 54. 100% to increase all damage by 11% for 2 turns. 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of corrosion (+22%) (Madness)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% acid ----- def ----- Armour +4 Resists +22% acid Curse of Madness Rings make your fingers look great! |
| On fingers | psionicist's steel ring of sensing (Nightmares)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Blind- +27% ---------- misc Infravis +4 See.Stealth +5 See.Invis +8 Curse of Nightmares Rings make your fingers look great! |
| Around waist | noble's rough leather belt of unlife (Madness)1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness A belt that goes around your waist. |
| In main hand | Stormfront (Misfortune) (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold Curse of Misfortune The blade glows faintly blue, and reflects a sky full of stormy clouds. |
| On hands | Ulfugorn (Madness) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil +2 Mag dps ---------- Phys.crit +8.0% Spell.crit +7% Mind.crit +7% Crit.mult +5.00% Dmg.mod +15% temporal Melee Ret 4 blight ----- def ----- Armour +2 Fatigue +3% Resists +3% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Porata the iron mail armour (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Res.pen +20% mind ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% acid ---------- misc Infravis +3 See.Invis +3 Curse of Nightmares A suit of armour made of mail. |
| Cloak | Brightgasher (Corpses) (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% light Res.pen +5% darkness ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold ---------- misc Hate/m.crit +2.00 Max.hate +2.00 Light +1 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of mastery (0.15 Cursed / Rampage)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% ---------- misc Masteries +0.15 Cursed/Rampage Amulets make your neck look great! |
Inventory
wild infusion of the psychic (res 26%; physical; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; lightning, physical, darkness, arcane, mind, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 5 darkness, 3 arcane, 4 mind, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 213; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 213 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 112; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 112 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
copper ring of perseverance (Misfortune)0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Curse of Misfortune Rings make your fingers look great! |
mule's copper ring (Misfortune)0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Curse of Misfortune Rings make your fingers look great! |
steel ring (Shrouds)0.1 T2 ring jewelry [Normal] Curse of Shrouds Rings make your fingers look great! |
Islulaith the dwarven-steel battleaxe (Madness) (31-46 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +14% physical Acc +13 (+7 eff.) On Hit (Melee): * 10% chance to reduce armor by 20% ----- def ----- Resists +5% arcane +9% darkness Crit.chn- 10.00% Die.at -20.00 life Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Madness Massive two-handed battleaxes. |
Spellblaze Shard (Shrouds) (20-26 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease Curse of Shrouds This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
iron dagger (Madness) (10-12 power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Normal] Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Curse of Madness Sharp, short and deadly. |
Aerylelach (Madness) (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% ---------- misc Equi/ret +0.04 Psi/ret +0.08 Hate/m.crit +2.00 Max.psi +30.00 Curse of Madness Massive two-handed mauls. |
stormbringer's steel greatmaul of projection (Corpses) (30-46 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego++] Nature/Psionic Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +9 lightning +10 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Mov.spd +28% Res.pen +7% lightning +7% cold Curse of Corpses Massive two-handed mauls. |
Spectral Blade (Misfortune) (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+4 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Misfortune This sword appears weightless, and nearly invisible. |
elm longbow 'Lightningoozer' (Madness)4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +16 lightning While equipped: Stats +3 Str dps ---------- Phys.crit +9.0% Mind.pwr +5 (+3 eff.) Res.pen +10% mind Acc +11 (+6 eff.) ----- def ----- Resists +3% lightning ---------- misc Max.psi +30.00 Curse of Madness Longbows are used to shoot arrows at your foes. |
iron longsword 'Dayripper' (Nightmares) (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 nature On Hit.r1 +4 light While equipped: Stats +2 Cun +3 Con ----- def ----- Resists +3% light ---------- misc See.Invis +3 Curse of Nightmares Sharp, long, and deadly. |
Manoharadar the Dourhunt (Nightmares) (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 cold While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% mind +3% darkness Res.pen +10% mind On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Mind.save +15 (+8 eff.) Curse of Nightmares Blunt and deadly. |
Serpentspawner (Madness) (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Psionic Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Str dps ---------- Res.pen +10% physical +10% fire Melee Ret 2 nature ---------- misc Max.stam +10.00 Curse of Madness Blunt and deadly. |
Silymira the dwarven-steel mace (Misfortune) (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage While equipped: Stats +1 Str +3 Dex dps ---------- Crit.mult +5.00% Dmg.mod +9% blight ---------- misc Mana/turn +0.12 Infravis +1 See.Invis +6 Curse of Misfortune Blunt and deadly. |
steel mace (Nightmares) (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Curse of Nightmares Blunt and deadly. |
ash magestaff (Nightmares) (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
ash magestaff (Nightmares) (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
River's Fury (Misfortune) (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+6 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+5 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Curse of Misfortune Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.33 cold damage and 5.19 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
acidic steel waraxe (Corpses) (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Curse of Corpses One-handed war axes. |
steel waraxe 'Magmabringer' (Madness) (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature On Hit.r1 +8 cold On Crit.r2 +4 fire While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% fire ----- def ----- Phys.save +12 (+6 eff.) Curse of Madness One-handed war axes. |
spellwoven woollen robe of the mind (+13%) (Madness) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +13% mind ----- def ----- Resists +13% mind +9% all Spell.save +17 (+8 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Sludgegrip (Nightmares) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets of magic (+2) (Madness) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of strength (+2) (Nightmares) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat (Misfortune) (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of fire (+16%) (Misfortune) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire ---------- misc Psi/turn +0.13 Curse of Misfortune A pointy cloth hat, very wizardly... |
rough leather cap 'Deepskarma' (Madness) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Mag +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +9% darkness +3% blight Res.pen +5% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +1 Fatigue +1% ---------- misc Vim/s.crit +1.00 Curse of Madness A cap made of leather. |
cleansing cured leather armour of acid resistance (Corpses) (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +19% acid +13% nature +10% blight Curse of Corpses A suit of armour made of leather. |
cured leather armour of stability (Shrouds) (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +5% physical Phys.save +11 (+6 eff.) Curse of Shrouds A suit of armour made of leather. |
prismatic rough leather armour (Corpses) (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +11% light +11% darkness Curse of Corpses A suit of armour made of leather. |
Starscar the dwarven-steel plate armour (Corpses) (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% light Res.pen +25% lightning +5% light ----- def ----- Armour +11 Fatigue +22% Resists +12% acid +18% temporal ---------- misc Light +1 Curse of Corpses A suit of armour made of metal plates. |
iron plate armour 'Xerydann' (Madness) (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +7 Fatigue +22% Resists +16% lightning +2% physical Curse of Madness A suit of armour made of metal plates. |
Rimegrind (Nightmares) (0 def, 2 armour, 10-11 power, 21 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 On Hit.r1 +4 cold On Crit.r2 +4 lightning While equipped: Stats +1 Str +2 Dex +2 Mag +1 Cun dps ---------- Dmg.mod +9% cold ----- def ----- Armour +2 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
steel shield (Misfortune) (0 def, 4 armour, 16-20 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
windwalling steel shield of winter (Corpses) (0 def, 4 armour, 15-18 power, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Nature/Psionic When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 Melee+ +12 physical +10 cold While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 128 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +11% physical +14% cold Shield.near.proj +24 Proj.slow +10% ---------- misc Talents +1 Block Curse of Corpses Handheld deflection devices. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 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. |
Barurek the Glimmernail (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Dmg.mod +9% mind +3% cold Res.pen +5% light +15% mind Acc +4 (+2 eff.) ---------- misc Equi/ret +0.08 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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 health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of steel shots (23/23, 18-21 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Normal] Power 17.5 - 21.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 23 Shots are used with slings to pummel your foes to death. |
elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
mep hits Something for 0 lightning damage.
mep hits Something for 0 lightning damage.
Mep uses Cursed Sentry.
You feel your rampage slowing down. (-1 duration)
Something performs a ranged critical strike against mep!
Mep is crippled.
Something hits mep for 78 physical, 10 physical (88 total damage).
Mep has shrugged off 23 damage and is ready for more.
mep repels an attack from Something.
Something hits mep for (23 rampage shugs off), 11 physical (11 total damage).
Something hits mep for 42 physical, 10 physical (52 total damage).
mep hits Something for 5 lightning damage.
mep hits Something for 0 lightning damage.
mep hits Something for 0 lightning damage.
mep hits Something for 0 lightning damage.
mep hits Something for 0 lightning damage.
Mep uses Ruined Earth.
Mep has been weakened.
You feel your rampage slowing down. (-1 duration)
Something misses Something.
Something hits Something for 66 physical, 6 nature (72 total damage).
Mep has shrugged off 23 damage and is ready for more.
Mep feels pain again.
Mep is knocked back!
Something hits mep for (23 rampage shugs off), 19 physical, 8 physical, 48 physical (75 total damage).
Something hits mep for 36 physical damage.
Something hits mep for 28 physical damage.
mep the level 16 cornac cursed was minced to death by a storm drake hatchling on level 3 of The Maze.





























































































