











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
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.
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 | Female |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 21 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Silybreyawen the dredge captain at level 21 on the 25th Regrowth 123rd year of Ascendancy at 04:07 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 16 (base 11) |
| Constitution | 29 (base 19) |
| Magic | 10 (base 10) |
| Willpower | 54 (base 50) |
| Cunning | 36 (base 32) |
Resources
| Life | -228/838 |
| Equilibrium | 68 |
| Healing Factor | 1.3924687383467 |
| Regeneration | 4.9432640211308 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 28.894014938291 |
| See Invisible | 28.894014938291 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 34 |
| Crit Chance | 15% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 34 |
| Crit Chance | 10% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +25% |
| Acid | +21% |
| Darkness | +20% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +20% |
| Lightning | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 8 |
| Physical Save | 22 |
| Spell Save | 26 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 5%( 70%) |
| Mind | + 15%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 12%( 70%) |
| Lightning | + 9%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Poison Resistance | 50% |
| Confusion Resistance | 24% |
Inscriptions (4/4)
| 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 195 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 23% 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: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 540% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | 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 have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. * 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: * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed pouch of faeros ash. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed ice ant stinger. | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Arikhad the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +9% temporal +3% light +3% nature +6% mind Max.HP +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +50.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | leafwalker's iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% nature Spell.save +4 (+2 eff.) Max.HP +46.00 Heal.mod +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Elunor the Glarecrack [power 1] (22 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex +3 Con dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Resists +3% light Die.at -40.00 life Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +6 (+3 eff.) Confus- +24% ---------- misc Max.enc +20 Rings make your fingers look great! |
| On fingers | steel ring 'Blacksnake'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +19% acid +18% darkness Res.pen +20% darkness +15% lightning ----- def ----- Resists +26% acid +6% darkness Rings make your fingers look great! |
| Around neck | vitalizing copper amulet0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +7 (+3 eff.) Max.HP +30.00 HP.reg +2.00 Amulets make your neck look great! |
| In main hand | Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 123.62 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | rough leather belt 'Gleth'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Con ----- def ----- Defense +25 (+13 eff.) Resists +3% nature Phys.save +3 (+1 eff.) Die.at -40.00 life Max.HP +60.00 HP.reg +0.60 Heal.mod +13% A belt that goes around your waist. |
| In off hand | nature's mossy mindstar of life (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +2% blight Max.HP +16.00 HP.reg +0.70 Disease- +10% ---------- misc 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. |
| Cloak | Glunn the Woerain (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness +3% fire Max.HP +32.00 ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rough leather armour 'Islirina' (3 def, 2 armour)9.0 T1 light armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +6% mind +6% light Mind.save +14 (+6 eff.) Max.HP +80.00 Silence- +10% A suit of armour made of leather. |
Inventory
healing infusion of the wizard (heal 80; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 535%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 535% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 136; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 136 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Emelathra0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil dps ---------- Spell.pwr +5 (+2 eff.) Mind.pwr +7 (+2 eff.) Melee Ret 4 blight ----- def ----- Fatigue -6% Resists +11% mind Mind.save +7 (+4 eff.) HP.reg +2.00 Confus- +32% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +40.00 Amulets make your neck look great! |
Xanaldann the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun +4 Con dps ---------- Mind.crit +3% On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Resists +10% mind Confus- +20% ---------- misc Equi/ret +0.12 Amulets make your neck look great! |
Aremith0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Acc +15 (+12 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +21% lightning +5% arcane ---------- misc Max.stam +30.00 Rings make your fingers look great! |
copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
steel battleaxe 'Cracklehash' (19-28 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Rare] Disrupt Power 19.0 - 28.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Against +14% Unnatural While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% lightning Res.pen +15% nature ----- def ----- Armour +4 Resists +2% physical Max.HP +20.00 HP.reg +2.00 Pinning- +20% Massive two-handed battleaxes. |
Lisagath the steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Psionic Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Phasing +20% Melee+ +9 mind On Hit: * 12% chance to reduce all saves and defense by 26 While equipped: Stats +2 Cun +3 Wil dps ---------- Spell.pwr +10 (+5 eff.) Res.pen +15% acid Melee Ret 8 arcane ---------- misc Mana/turn +0.12 Sharp, short and deadly. |
Starqueller (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 light Against +8% Undead On Hit.r1 +8 fire On Crit.r2 +20 light While equipped: dps ---------- Dmg.mod +3% light Res.pen +25% light ----- def ----- Resists +9% darkness Sharp, short and deadly. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+14 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
enhanced iron dagger of daylight (9-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Arcane/Nature Power 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 light Against +8% Undead While equipped: Stats +3 Str +4 Dex +3 Mag +3 Wil +4 Cun +4 Con Sharp, short and deadly. |
iron dagger 'Growthbreak' (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +16 nature +16 acid On Hit: * 20% chance to reduce armor by 10% On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun +7 Wil dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Sharp, short and deadly. |
Gunedas the Darkgrinder (12-16 power, 9 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +2.5% Atk.spd 100% Phasing +11% On Hit: * 20% chance to reduce all saves and defense by 26 While equipped: Stats +2 Cun +3 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +3% mind Sharp, long, and deadly. |
arcing steel mace (12-17 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
Poraba the vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% nature +3% arcane Res.pen +4% nature ----- def ----- Resists +3% nature Crit.chn- 15.00% Phys.save +7 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +7 (+4 eff.) ---------- misc Equi/ret +1.40 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
creative vined mindstar of flames (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+1 eff.) All.spd +4% Melee+ 4 fire Dmg.mod +6% fire Res.pen +8% fire ----- def ----- Resists +6% fire ---------- misc 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. |
thorny mindstar 'Neromira' (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +5% lightning +5% fire +15% mind +10% cold Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +7% lightning +11% fire +3% mind +10% cold Spell.save +3 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection +0.20 Psionic/Voracity +0.10 Psionic/Absorption 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. |
vined mindstar 'Scabrebel' (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 53% While equipped: Stats +1 Cun +2 Mag dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +6% lightning +4% cold +6% physical ----- def ----- Defense +11 (+6 eff.) Mind.save +6 (+3 eff.) Pinning- +17% ---------- misc Max.psi +21.00 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. |
Nerathra the cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Cun +2 Dex dps ---------- Phys.crit +2.0% Res.pen +6% physical Acc +7 (+7 eff.) On Hit (Ranged): * 20 arcane resource burn ----- def ----- Resists +3% blight +6% darkness Slings are used to hurl stones or metal shots at your foes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
linen cloak 'Daimedoldil' (1 def, 4 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +4 Defense +1 (+1 eff.) Die.at -20.00 life Max.HP +80.00 Heal.mod +10% Blind- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Toyanik (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +3 Con dps ---------- Phys.crit +3.0% Spell.crit +6% Phys.pwr +3 (+1 eff.) Dmg.mod +3% physical Res.pen +15% blight +8% physical ----- def ----- Armour +3 Phys.save +14 (+7 eff.) Spell.save +3 (+1 eff.) Mind.save +18 (+8 eff.) HP.reg +2.00 Heal.mod +12% A pair of boots made of leather. |
Morningreaper the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag +8 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +3% mind ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Brightsmasher' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+3 eff.) Acc +15 (+12 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +11% light +11% darkness Die.at -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aragrim the steel mail armour (8 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Random Unique] Disrupt/Master/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +10 Defense +8 (+4 eff.) Fatigue +12% Resists +3% lightning +6% light +14% blight +16% fire +12% nature Spell.save +3 (+1 eff.) Mind.save +11 (+5 eff.) A suit of armour made of mail. |
Noonglamour the cured leather armour (12 def, 8 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Cun dps ---------- Res.pen +5% mind Melee Ret 2 mind 6 light ----- def ----- Armour +8 Defense +12 (+6 eff.) Fatigue +7% Resists +18% lightning Mind.save +15 (+7 eff.) Max.HP +20.00 HP.reg +2.00 Heal.mod +11% ---------- misc Light +1 A suit of armour made of leather. |
radiant steel plate armour of stability (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +9 Fatigue +22% Resists +12% blight +6% physical +10% darkness Phys.save +12 (+6 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
Ivyriama the iron shield (0 def, 14 armour, 24 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Con dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +6% arcane +6% blight Melee Ret 8 mind On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +14 Fatigue +8% Resists +11% temporal ---------- misc Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
4 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% 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 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Daimokath the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +5% arcane +9% lightning Spell.save +12 (+6 eff.) Max.HP +45.00 ---------- 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. |
nightwalker's brass lantern of health2.0 T1 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +41.00 ---------- 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 +5 (+2 eff.) Max.HP +42.00 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 55.42 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 85 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Rod of Recall (2/2)2.0 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 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. |
flaming pouch of steel shots of accuracy (17/17, 23-28 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 23.0 - 27.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 17 On Hit.r1 +7 fire Shots are used with slings to pummel your foes to death. |
Arosavor the steel torque of mindblast [power 160] (13 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Res.pen +5% temporal ---------- misc Max.stam +30.00 Blast the opponent's mind dealing 163 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
3 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. |
4 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. |
3 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Ren the Cornac Summoner level 20
12nd Regrowth 123rd year of Ascendancy at 08:56 see stats
Catch that Plumpkin! (Insane (Roguelike) difficulty)
Finish the Plumpkin event.By Ren the Cornac Summoner level 19
80th Haze 122nd year of Ascendancy at 05:38 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ren the Cornac Summoner level 18
28th Haze 122nd year of Ascendancy at 06:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ren the Cornac Summoner level 10
3rd Summertide 122nd year of Ascendancy at 04:11 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ren the Cornac Summoner level 20
8th Decay 122nd year of Ascendancy at 22:30 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Ren the Cornac Summoner level 18
54th Haze 122nd year of Ascendancy at 12:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ren the Cornac Summoner level 10
3rd Summertide 122nd year of Ascendancy at 04:21 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ren the Cornac Summoner level 10
2nd Flare 122nd year of Ascendancy at 02:46 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ren the Cornac Summoner level 17
22nd Haze 122nd year of Ascendancy at 10:16 see stats
Log
Ren uses Resonance Field.
A psychic field forms around Ren.
Ren feels pain again.
Ren stops regenerating health quickly.
Ren is not stunned anymore.
Wasting from Silybreyawen the dredge captain hits Ren for (9 resonance), 9 temporal (9 total damage).
Silybreyawen the dredge captain slows down.
Silybreyawen the dredge captain deactivates Putrescent Liquefaction.
Ren is no longer attuned.
Ren stops wasting away.
Ren speeds up.
Armoured skeleton warrior uses Block.
Silybreyawen the dredge captain casts Black Ice.
Ren attunes to the damage.
Silybreyawen the dredge captain hits Ren for (95 resonance), 95 cold (95 total damage).
Connection to online server established.
Ren summons a Fire Drake!
Your resonance field crumbles under the damage!
The psychic field around Ren crumbles.
Armoured skeleton warrior hits Ren for (53 resonance), 96 physical, 8 nature, 9 lightning (113 total damage).
Melee retaliation hits Armoured skeleton warrior for (2 blocked), 0 darkness (0 total damage).
Silybreyawen the dredge captain stops surging mana.
Talent Turtle is ready to use.
Silybreyawen the dredge captain casts Invoke Darkness.
Silybreyawen the dredge captain hits Fire drake for 218 darkness damage.
Silybreyawen the dredge captain hits Fire drake hatchling for 218 darkness damage.
Silybreyawen the dredge captain hits Fire drake hatchling for 218 darkness damage.
Silybreyawen the dredge captain hits Ren for 232 darkness damage.
Ren the level 21 cornac summoner was swallowed by the void to death by Silybreyawen the dredge captain on level 3 of The Maze.
























































































