








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. 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 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 30 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Skeltonthor at level 28 on the 73rd Haze 122nd year of Ascendancy at 08:36 / 3Killed by Xora the corrupted plasmic disruptor at level 30 on the 7th Allure 123rd year of Ascendancy at 06:56 Killed by Bethurin the corrupted plasmic disruptor at level 30 on the 7th Allure 123rd year of Ascendancy at 08:32 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 78 (base 60) |
| Willpower | 37 (base 20) |
| Cunning | 64 (base 49) |
Resources
| Life | -590/521 |
| Mana | 296/438 |
| Soul | 14/14 |
| Vim | 236/236 |
| Healing Factor | 1.3860311219418 |
| Regeneration | 11.43475675602 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 37.390773745007 |
| See Invisible | 48.390773745007 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 24 |
| Crit Chance | 20% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Acid | +10% |
| Darkness | +47% |
| Cold | +10% |
| Blight | +4% |
| Physical | +12% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 21 (40.65183292883%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 59 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 70%( 70%) |
| All | + 19%( 70%) |
| Physical | + 29%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 25%( 70%) |
| Mind | + 30%( 70%) |
| Darkness | + 57%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 36% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (676 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Undead / Lich | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You failed to protect the lost defiler from death by Wrathroot. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by shadow. Escort: repented thief (level 3 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). * You have ascended to Lichdom! | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 15. | active |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed red crystal shard. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
| On feet | Fularig the Nightbutcher (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +21% darkness Ignore resists +10% darkness defense ------ Armor +4 Fatigue +3% Resistance +8% fire +17% cold Life +60.00 Knockbk Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ulfigahek the Morbussnake2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Armor +6 Defense +20 (+6 eff.) Resistance +3% nature +3% fire Physical save +5 (+2 eff.) Healmod +11% Poison Resist +20% Pinning Resist +10% 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 | Lisagath (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +6% mind defense ------ Defense +2 (+0 eff.) Resistance +14% lightning +8% temporal +9% cold Mind save +6 (+2 eff.) Life +100.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
| Tool | steel torque of clear mind [power 2] (22 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel emerald ring0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: defense ------ Armor +3 Resistance +3% all Life +53.00 Life Regen +8.00 Healmod +13% Rings make your fingers look great! |
| On fingers | copper onyx ring0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con defense ------ Resistance +11% acid +12% fire +10% lightning +11% cold Rings make your fingers look great! |
| Around waist | Armotir the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +3 Str +1 Wil offense ------ Physical Power +5 (+2 eff.) Mindpower +3 (+1 eff.) Accuracy +20 (+10 eff.) defense ------ Defense +10 (+3 eff.) Physical save +6 (+2 eff.) A belt that goes around your waist. |
| In main hand | Blindcrack (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Mag +1 Con offense ------ Spell Crit +8% Critical power +27.00% Spellpower +14 (+4 eff.) On-Hit 19 fire Damage +20% darkness Ignore resists +15% darkness When Hit 2 darkness defense ------ Armor +4 Hardiness +5% Physical save +11 (+4 eff.) Spell save +11 (+3 eff.) Mind save +8 (+3 eff.) other ------- Max positive +15.00 Max negative +15.00 See Invisibility +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Woesmasher (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 6 blight Damage +4% blight +3% cold +6% darkness Ignore Shields +30% defense ------ Armor +1 Fatigue +1% Resistance +6% blight other ------- Mana/turn +0.04 Max vim +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Tarrigolach the cashmere robe (3 def, 3 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Damage +10% acid +12% physical +9% fire +7% cold defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +17% darkness +12% fire +11% all +12% acid +12% physical +6% blight +13% cold +13% mind +6% light Physical save +36 (+12 eff.) Spell save +11 (+3 eff.) Mind save +25 (+7 eff.) Confus Resist +10% other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con defense ------ Defense +7 (+2 eff.) Physical save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +10% darkness Healmod +10% Blind Resist +21% Cut Resist +40% Heal: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 175 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
blink rune of the sneak (range 6; phase 20; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Cuthyyalar the gold amulet0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Dex +2 Mag offense ------ Spell Crit +3% Critical power +15.00% Physical Power +7 (+3 eff.) Combat Speed +10% Damage +5% physical Ignore Shields +30% Accuracy +6 (+3 eff.) Ignore Armor +13 other ------- Max mana +40.00 Amulets make your neck look great! |
Isabrewen the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Str +9 Dex +1 Cun defense ------ Crit Resistance 10.00% Blind Resist +24% other ------- Light +1 Infravision +4 See Stealth +6 See Invisibility +8 Rings make your fingers look great! |
Yarogas0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +10 Dex +3 Mag +2 Con offense ------ Damage +12% lightning When Hit 4 mind defense ------ Resistance +24% lightning Rings make your fingers look great! |
steel ametrine ring0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: offense ------ Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all defense ------ Life +50.00 Life Regen +9.00 Healmod +12% Rings make your fingers look great! |
quick voratun greatmaul of vileness (183% power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 183% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +16 blight On Hit: * 31% chance to reduce strength, dexterity, and constitution by 27 While equipped: Stats +5 Dex offense ------ Combat Speed +10% Accuracy +21 (+11 eff.) Massive two-handed mauls. |
enhanced voratun mace of massacre (167% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Nature/Master Weapon Damage 167% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +6 Str +4 Dex +5 Mag +8 Wil +10 Cun +8 Con Blunt and deadly. |
projecting living mindstar of storms (115% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +3 Dex +4 Mag +5 Wil +4 Cun +4 Con offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) On-Hit 17 lightning Damage +35% lightning +10% fire +14% cold Ignore resists +9% lightning defense ------ Resistance +13% lightning other ------- Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
Darkpride the yew vilestaff (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 1H weapon [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +7 (+3 eff.) Spellpower +16 (+5 eff.) Damage +23% fire +15% darkness +6% mind Ignore resists +5% fire +35% mind +5% darkness Accuracy +9 (+5 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Voryyavena the elven-wood starstaff (129% power, 5 apr, temporal element)5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +7 Mag offense ------ Spell Crit +4% Critical power +20.00% Spellpower +12 (+4 eff.) Damage +25% temporal Ignore resists +35% blight +15% arcane Ignore Shields +30% defense ------ Armor +11 Defense +11 (+3 eff.) other ------- Max mana +60.00 Wards +3 temporal Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew bonestaff of fate (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +16% Critical power +11.00% Spellpower +9 (+3 eff.) Damage +20% darkness defense ------ Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +8 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Darkvile1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +9% darkness Ignore resists +25% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Resistance +6% darkness +21% fire Physical save +8 (+3 eff.) A belt that goes around your waist. |
Mayessra the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +15% blight Ignore resists +10% arcane defense ------ Resistance +20% blight +7% fire +5% arcane +6% cold A belt that goes around your waist. |
blurring rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Defense +9 (+3 eff.) Stealth +6 Life +33.00 A belt that goes around your waist. |
Hettukhad (20 def, 2 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +12% acid defense ------ Armor +2 Defense +20 (+6 eff.) Resistance +18% acid +7% all Stun Resist +10% Knockbk Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Galomadas' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Spell Crit +3% Critical power +5.00% Damage +12% fire defense ------ Resistance +22% darkness +18% fire +21% mind +9% all Physical save +22 (+7 eff.) Spell save +21 (+5 eff.) Mind save +45 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of hardened leather boots 'Chargesnake' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Ignore resists +15% lightning +14% temporal +13% darkness On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Resistance +9% lightning +21% temporal +15% darkness +7% fire +7% cold Out-of-Phase Defense +14 Out-of-Phase Resistance +11% Out-of-Phase Resilience +13% other ------- Stamina/turn +0.60 Max stamina +17.00 A pair of boots made of leather. |
pair of rough leather boots 'Shockhunter' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +1 Resistance +30% lightning +5% temporal +3% light A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
psychic's rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ On-Hit 5 mind Damage +3% arcane +4% mind defense ------ Armor +1 Resistance +5% mind 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. |
Chargefurnace (16 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Str +2 Dex +1 Con offense ------ Damage +12% mind Ignore resists +10% lightning defense ------ Armor +4 Defense +16 (+5 eff.) Resistance +12% mind A pointy cloth hat, very wizardly... |
Salulrana the Umbrasage (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% lightning +24% darkness Ignore resists +15% darkness When Hit 4 nature defense ------ Defense +1 (+0 eff.) Resistance +18% lightning A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Brodugalin' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Con offense ------ Damage +15% fire defense ------ Defense +2 (+0 eff.) Resistance +3% acid +22% fire +5% arcane Disarm Resist +20% Stun Resist +20% Teleport Resist +20% A pointy cloth hat, very wizardly... |
5 agate0.0 Encumbrance 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. |
139 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] 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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +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. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Celia's Still Beating Heart2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 64 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature 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. |
Ebonyknight2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Ignore resists +20% darkness +5% cold defense ------ Resistance +3% blight +3% fire Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +6 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 Encumbrance 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. |
supercharged iron torque of clear mind [power 1] (28 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 28 turn cooldown Torques are made by powerful psionics to store psionic powers. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Chaluhor the elm wand of lightning storm [power 116] (13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% blight When Hit 2 blight defense ------ Defense +20 (+6 eff.) Resistance +3% cold +5% arcane +3% nature other ------- Mana-on-crit +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 13 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] 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. |
zircon0.0 Encumbrance T1 yellow gem [Normal] 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
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Skeltonthor the Higher Necromancer level 27
45th Haze 122nd year of Ascendancy at 05:28 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Skeltonthor the Higher Necromancer level 13
4th Dusk 122nd year of Ascendancy at 15:37 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Skeltonthor the Higher Necromancer level 26
42nd Haze 122nd year of Ascendancy at 03:03 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skeltonthor the Higher Necromancer level 27
45th Haze 122nd year of Ascendancy at 01:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Skeltonthor the Higher Necromancer level 10
6th Mirth 122nd year of Ascendancy at 13:44 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Skeltonthor the Higher Necromancer level 20
54th Dusk 122nd year of Ascendancy at 19:25 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Skeltonthor the Lich Necromancer level 30
2nd Allure 123rd year of Ascendancy at 10:38 see stats
Lichform (Insane (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Skeltonthor the Lich Necromancer level 28
73rd Haze 122nd year of Ascendancy at 08:36 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Skeltonthor the Higher Necromancer level 14
31st Dusk 122nd year of Ascendancy at 22:53 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Skeltonthor the Higher Necromancer level 2
75th Pyre 122nd year of Ascendancy at 02:43 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Skeltonthor the Higher Necromancer level 7
79th Pyre 122nd year of Ascendancy at 05:21 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Skeltonthor the Higher Necromancer level 27
45th Haze 122nd year of Ascendancy at 05:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Skeltonthor the Higher Necromancer level 13
18th Dusk 122nd year of Ascendancy at 23:25 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Skeltonthor the Higher Necromancer level 28
69th Haze 122nd year of Ascendancy at 03:44 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Skeltonthor the Higher Necromancer level 20
54th Dusk 122nd year of Ascendancy at 23:30 see stats
Log
Talent Rune: Blink is ready to use.
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Invoke Darkness is still on cooldown for 1 turns.
Skeltonthor casts Night Sphere.
Corrupted acidic digestor misses Skeltonthor.
Corrupted acidic digestor resists the baneful energy!
Skeltonthor seems more solid.
Talent Invoke Darkness is ready to use.
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Corrupted acidic digestor wanders around!
--------------------------------
Corrupted acidic digestor misses Skeltonthor.
Bane of Confusion from Skeltonthor hits Corrupted acidic digestor for 24 darkness damage.
Skeltonthor is no longer out of phase.
--------------------------------
Corrupted acidic digestor casts Corrosive Vapour.
Bane of Confusion from Skeltonthor hits Corrupted acidic digestor for 24 darkness damage.
Skeltonthor slows down.
Bethurin the corrupted plasmic disruptor's Slime Spit hits Skeltonthor for 150 nature damage.
Corrupted acidic digestor shares damage with his oozes!
Corrupted acidic digestor's acid area effect hits Skeltonthor for 20 acid damage.
Corrupted acidic digestor's acid area effect hits Corrupted acidic digestor for 12 acid damage.
Bethurin the corrupted plasmic disruptor performs a melee critical strike against Skeltonthor!
Bethurin the corrupted plasmic disruptor hits Skeltonthor for 313 physical, 11 acid, 22 fire, 29 lightning, 16 cold, 192 physical (582 total damage).
Melee retaliation hits Bethurin the corrupted plasmic disruptor for 3 darkness, 3 darkness (6 total damage).
Skeltonthor the level 30 lich necromancer was ground to death by Bethurin the corrupted plasmic disruptor on level 1 of The Godfeaster.





















































































































