











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Bulwark |
| Level / Exp | 19 / 14% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 19 on the 26th Haze 122nd year of Ascendancy at 18:01 / 1 |
Primary Stats
| Strength | 62 (base 43) |
| Dexterity | 23 (base 15) |
| Constitution | 32 (base 22) |
| Magic | 12 (base 10) |
| Willpower | 26 (base 20) |
| Cunning | 20 (base 10) |
Resources
| Life | -46/715 |
| Stamina | 144/224 |
| Steam | 100/100 |
| Healing Factor | 1.2924420161896 |
| Regeneration | 9.3702046173745 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 21.388114253578 |
| See Invisible | 21.388114253578 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 44 |
| Crit Chance | 14% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | +5% |
| Darkness | +3% |
| Physical | +12% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +27% |
| Physical | +12% |
| Fire | +17% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 37.08934837382 (81.151787968034%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 28 |
| Physical Save | 37 |
| Spell Save | 16 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 29%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 41%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 10%( 70%) |
| Darkness | + 36%( 70%) |
| Fire | + 13%( 70%) |
| Mind | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 60% |
| Stun Resistance | 24% |
| Blind Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 408 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 110 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 738% 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 Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 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 |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bear paw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Aeruratira the pair of dwarven-steel boots (15 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +10.00% Physical Power +15 (+4 eff.) Damage +9% physical Ignore resists +5% physical defense ------ Armor +4 Defense +15 (+7 eff.) Fatigue -3% Resistance +2% physical Physical save +7 (+3 eff.) other ------- Encumbrance +25 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's brass lantern of health2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +5 (+1 eff.) defense ------ Life +43.00 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 | Rhumador the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Str +2 Mag +2 Cun defense ------ Armor +1 Fatigue +1% Resistance +6% blight A cap made of leather. |
| On hands | Delydelin (5 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +2 Dex +3 Con offense ------ Physical Power +6 (+2 eff.) On-Hit 7 light Damage +5% light Accuracy +6 (+2 eff.) defense ------ Armor +2 Defense +5 (+2 eff.) Resistance +5% light +1% physical Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% Unarmed combat: Weapon Damage 22.5 - 24.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Searing Light level 3 On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm totem of healing 'Ravenpeal' [power 122] (13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Damage +3% darkness Accuracy +10 (+3 eff.) defense ------ Resistance +9% darkness other ------- Stamina/turn +2.00 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of life0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +40.00 Life Regen +7.00 Healmod +12% Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +5 Con offense ------ Critical power +5.00% Physical Power +5 (+1 eff.) Damage +10% mind +11% acid Ignore Armor +4 defense ------ Resistance +10% mind +22% acid Unlife -40.00 life Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Kilnthorn the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Power +15 (+4 eff.) Damage +3% physical Ignore resists +10% fire defense ------ Resistance +3% acid +11% light +12% darkness Blind Resist +21% other ------- Max stamina +30.00 Amulets make your neck look great! |
| In main hand | Dawnpassion (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str +3 Dex +6 Cun +2 Con offense ------ Ignore resists +20% light +7% all Accuracy +5 (+1 eff.) Ignore Armor +8 Sharp, long, and deadly. |
| Around waist | cleansing rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature/Disrupt While equipped: defense ------ Resistance +6% acid +6% blight Life +32.00 A belt that goes around your waist. |
| In off hand | Anydin the steel shield (0 def, 4 armour, 16-20 power, 39 block)7.0 Encumbrance T2 shield armor [Random Unique] Arcane/Nature/Master When used to Attack: Weapon Damage 16.5 - 19.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +39 On-hit +11 lightning +12 cold While equipped: Stats +2 Dex +1 Wil offense ------ Spell Crit +3% Ignore Shields +20% On shield block: * Deals 72 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 4 lightning defense ------ Armor +4 Fatigue +8% Resistance +12% lightning +30% cold +3% temporal other ------- Max mana +20.00 Talents +1 Block Handheld deflection devices. |
| Cloak | Bokitogorn the linen cloak (1 def, 8 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex defense ------ Armor +8 Defense +1 (+0 eff.) Physical save +3 (+2 eff.) Disarm Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant iron plate armour of the dragon (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Ego++] Nature While equipped: Stats +1 Wil defense ------ Armor +7 Fatigue +22% Resistance +6% acid +6% physical +10% darkness +12% blight +6% fire +6% lightning +6% cold Disarm Resist +20% Stun Resist +24% Knockbk Resist +21% other ------- Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the warrior (heal 294; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Strength 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 |
schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
serendipitous copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +6 (+3 eff.) Resist unseen 10% Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+6 eff.) Spell save +15 (+9 eff.) Mind save -7 (-6 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
grounding steel amulet of constitution (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +15% lightning Stun Resist +20% Amulets make your neck look great! |
stabilizing steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% temporal Healmod +11% Cut Resist +50% Pinning Resist +20% Knockbk Resist +22% 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 133 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Darkstrike0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +3% mind Accuracy +5 (+1 eff.) defense ------ Resistance +6% darkness +6% cold Rings make your fingers look great! |
Glorodatira0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +1 Wil +1 Cun offense ------ Accuracy +6 (+2 eff.) defense ------ Resistance +1% physical other ------- Light +3 Rings make your fingers look great! |
Xerira the Rainwish0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +11% acid +6% cold Ignore resists +5% physical On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +22% acid +1% physical +6% nature other ------- Max stamina +10.00 Rings make your fingers look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +24% Rings make your fingers look great! |
psionicist's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Mind save +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +10% lightning defense ------ Defense +6 (+3 eff.) Resistance +20% lightning Rings make your fingers look great! |
savage's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +1 Con defense ------ Spell save +12 (+8 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
thought-forged dwarven-steel battleaxe of daylight (33-50 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Arcane/Psionic Weapon Damage 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +7 mind +20 light Damage Against +12% Undead On Hit: * 16% chance to reduce all saves and defense by 16 While equipped: Stats +3 Cun +3 Wil Massive two-handed battleaxes. |
Tarrodumas the steel greatmaul (32-47 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Critical: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +10 (+3 eff.) Ignore resists +15% arcane +7% physical Accuracy +10 (+3 eff.) Ignore Armor +10 defense ------ Unlife -40.00 life Massive two-handed mauls. |
steel longsword 'Gunegund' (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Psionic Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +16 acid +7 mind On Hit: * 12% chance to reduce all saves and defense by 16 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +1 Mag +9 Wil +2 Cun +7 Con defense ------ Life +42.00 other ------- Light +2 Sharp, long, and deadly. |
balanced iron mace of erosion (13-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Nature/Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 nature While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +22% Blunt and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 41.00 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
hardened leather sling 'Fogstriker'4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +20 fire +8 darkness On-crit, radius 2 +19 lightning +9 cold On Hit: * 20% chance to reduce damage dealt by 14% * 20% chance to reduce all saves and defense by 16 While equipped: offense ------ Move Speed +28% Damage +3% darkness Ignore resists +11% lightning +8% cold +5% darkness Slings are used to hurl stones or metal shots at your foes. |
quiver of ash arrows 'Umbraborn' (24/24, 22-31 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Arcane/Nature/Psionic Weapon Damage 22.0 - 30.8 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 24 On-ranged-hit +15 fire +12 darkness +9 physical On-Hit, radius 1 +4 darkness On-crit, radius 2 +4 nature +11 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 84 physical damage On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
windwalling steel shield (0 def, 4 armour, 15-18 power, 39.5 block)7.0 Encumbrance T2 shield armor [Ego+] Psionic When used to Attack: Weapon Damage 15.0 - 18.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +13 physical While equipped: Stats +2 Wil defense ------ Armor +4 Fatigue +8% Resistance +12% physical Windwall +10 Slow Projectiles +17% other ------- Talents +1 Block Handheld deflection devices. |
cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Normal] While equipped: defense ------ Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elenudofast the steel plate armour (0 def, 11 armour)17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: Stats +1 Cun +2 Wil offense ------ Mind Crit +1% Damage +3% mind defense ------ Armor +11 Fatigue +22% Resistance +17% lightning +11% darkness +13% blight +6% cold +7% acid Mind save +9 (+4 eff.) other ------- Light +1 Breathe water A suit of armour made of metal plates. |
Dagorozilaldir1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Dex +3 Con offense ------ Accuracy +30 (+10 eff.) defense ------ Defense +19 (+9 eff.) Stealth +6 A belt that goes around your waist. |
enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +6 (+3 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Arydas' (0 def, 9 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +6% physical defense ------ Armor +9 Resistance +6% fire +6% cold Unlife -80.00 life A pair of boots made of leather. |
pair of rough leather boots 'Glorobeth' (0 def, 1 armour) =stam gen=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +1 Fatigue -5% Resistance +12% blight Physical save +9 (+4 eff.) other ------- Encumbrance +22 Stamina/turn +3.00 A pair of boots made of leather. |
Aeredor (5 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Damage +9% physical When Hit 2 physical defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +2% Resistance +6% fire +6% cold Physical save +6 (+3 eff.) other ------- Stamina/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue +2% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Psionic While equipped: defense ------ Armor +1 Life Regen +1.00 other ------- Stamina/turn +0.60 Max stamina +11.00 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Nightmare level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +15 (+5 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +3.00 other ------- Stamina/turn +0.70 Max stamina +10.00 Unarmed combat: Weapon Damage 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On Hit: 10% Nightmare level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap 'Zerorin' (0 def, 5 armour) =water=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Con offense ------ Ignore resists +10% mind +15% physical defense ------ Armor +5 Fatigue +1% Resistance +8% cold other ------- Breathe water A cap made of leather. |
Dregund the Pitchvengeance (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +10% acid defense ------ Defense +2 (+1 eff.) Resistance +15% acid +18% darkness +3% blight Crit Resistance 5.00% Stun Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pointy cloth hat, very wizardly... |
Dairugrim (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +4 Mag +3 Wil +3 Cun offense ------ Mindpower +10 (+5 eff.) Ignore Armor +5 defense ------ Armor +3 Fatigue +5% other ------- Infravision +1 See Invisibility +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed iron helm of dexterity (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str +3 Dex defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 211.7 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+5 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
dwarven-steel helm 'Lightningsage' (0 def, 6 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Physical Crit +2.0% Accuracy +20 (+6 eff.) defense ------ Armor +6 Fatigue +4% Resistance +9% lightning Crit Resistance 5.00% other ------- Max stamina +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
2 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+5 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+5 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
157 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. |
Branudar the Shockrebel2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Power +10 (+3 eff.) Ignore resists +10% lightning Accuracy +10 (+3 eff.) Ignore Armor +1 other ------- Max stamina +20.00 Light +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. |
Nerelaith the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore Armor +1 defense ------ Resistance +3% mind Life Regen +4.00 Blind Resist +20% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 11 fire defense ------ Resistance +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
potent second skin0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +4.00 Poison Resist +40% Disease Resist +40% Cut Resist +40% Tinkers can be attached to normal items to improve them with steam power! |
good poison groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
Faluroddasin (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +5 Wil +3 Cun offense ------ Mind Crit +2% Damage +6% nature Ignore resists +5% acid defense ------ Resistance +11% nature other ------- Hate-on-crit +1.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Flashgrit (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Wil +1 Cun +2 Con defense ------ Resistance +6% light other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)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. |
Xanuganne the Freezemonster (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +6 Dex offense ------ Physical Power +13 (+3 eff.) Move Speed +10% Damage +9% physical +3% cold defense ------ Defense +15 (+7 eff.) Physical save +3 (+2 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Barkclash' (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +6 Str offense ------ Damage +5% nature On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Resistance +11% nature Physical save +6 (+3 eff.) Pinning Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Xyrin the ash wand of clairvoyance [power 10] (13 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats +1 Dex offense ------ Damage +9% physical defense ------ Defense +20 (+10 eff.) Reveal the area around you, dispelling darkness (radius 10, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By zigur devotee IV the Cornac Bulwark level 10
4th Mirth 122nd year of Ascendancy at 21:40 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By zigur devotee IV the Cornac Bulwark level 17
6th Haze 122nd year of Ascendancy at 14:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By zigur devotee IV the Cornac Bulwark level 7
79th Pyre 122nd year of Ascendancy at 13:55 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By zigur devotee IV the Cornac Bulwark level 10
1st Dusk 122nd year of Ascendancy at 22:32 see stats
Log
Porevea the poison ivy uses Constrict.
Zigur devotee IV is recovering from the damage!
Zigur devotee IV is constricted!
Porevea the poison ivy shares damage with his oozes!
Porevea the poison ivy hits zigur devotee IV for 22 mind, 4 physical, 32 mind, 4 physical (62 total damage).
Melee retaliation hits Porevea the poison ivy for 1 lightning, 1 lightning (3 total damage).
Zigur devotee IV is no longer poisoned.
Zigur devotee IV has recovered!
Poison from Porevea the poison ivy hits zigur devotee IV for 27 nature damage.
Spydric Poison from Porevea the poison ivy hits zigur devotee IV for 11 nature damage.
zigur devotee IV performs a melee critical strike against Porevea the poison ivy!
Ritch flamespitter spits flames!
Porevea the poison ivy shares damage with his oozes!
Ritch flamespitter hits zigur devotee IV for 93 fire damage.
zigur devotee IV hits Porevea the poison ivy for 92 physical, 3 light (95 total damage).
Melee retaliation hits Turtle for 2 lightning damage.
Porevea the poison ivy uses Slime Spit.
Zigur devotee IV slows down.
Porevea the poison ivy's Slime Spit hits zigur devotee IV for 91 nature damage.
Poison from Porevea the poison ivy hits zigur devotee IV for 27 nature damage.
Melee retaliation hits War hound for 3 lightning damage.
War hound hits zigur devotee IV for 50 physical damage.
Zigur devotee IV shrugs off Porevea the poison ivy's 'Poison'!
Melee retaliation hits Bloated ooze for 3 lightning damage.
Bloated ooze hits zigur devotee IV for 0 nature damage.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits zigur devotee IV for 162 fire damage.
zigur devotee IV the level 19 cornac bulwark was scorched to death by a ritch flamespitter on level 1 of The Maze.
































































































