Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! 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:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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 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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. 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 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 17 / 91% |
Size | medium |
Lifes / Deaths | Killed by Wrathroot at level 17 on the 29th Dusk 122nd year of Ascendancy at 05:13 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 11 (base 10) |
Magic | 10 (base 10) |
Willpower | 58 (base 42) |
Cunning | 45 (base 38) |
Resources
Life | -226/339 |
Hate | 100/100 |
Healing Factor | 0.86028712224493 |
Regeneration | 0.21507178056123 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 18 |
Accuracy | 36 |
Crit Chance | 16% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 36 |
Crit Chance | 14% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Nature | +8% |
Temporal | +15% |
Blight | +9% |
Mind | +21% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Cold | +10% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 0 |
Physical Save | 8 |
Spell Save | 21 |
Mental Save | 37 |
Defense: Resistances
Nature | + 21%( 70%) |
Temporal | + 19%( 70%) |
Blight | + 13%( 70%) |
Fire | -2%( 70%) |
Mind | + 27%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Poison Resistance | 20% |
Knockback Resistance | 66% |
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 353 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: 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 555% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Shadows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 | pair of rough leather boots of tirelessness (Nightmares) (0 def, 1 armour) pair of rough leather boots of tirelessness (Nightmares) (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 Curse of Nightmares A pair of boots made of leather. |
Light source | Delilantir the Deepsmarrow Delilantir the Deepsmarrow2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +3 Str dps ---------- Dmg.mod +3% darkness Melee Ret 2 light ----- 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. |
On head | cleansing linen wizard hat of the mind (+6%) (Nightmares) (1 def, 0 armour) cleansing linen wizard hat of the mind (+6%) (Nightmares) (1 def, 0 armour)2.0 T1 head armor [Ego] Disrupt/Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +11% mind +5% nature Curse of Nightmares A pointy cloth hat, very wizardly... |
On hands | Sludgegrip (Misfortune) (0 def, 0 armour) Sludgegrip (Misfortune) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune These gloves are coated with a thick, green liquid. |
Tool | Tainthash the iron torque of mindblast [power 100] (15 cooldown) Tainthash the iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring (Nightmares) copper ring (Nightmares)0.1 T1 ring jewelry [Normal] Curse of Nightmares Rings make your fingers look great! |
Around neck | stabilizing steel amulet of willpower (+2) stabilizing steel amulet of willpower (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +13% temporal Pinning- +20% Knockbk- +26% Amulets make your neck look great! |
In main hand | Eye of Winter (Shrouds) (8-9 power, 18 apr, cold damage) Eye of Winter (Shrouds) (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 Curse of Shrouds This mindstar glows with a dim cool light, but seems somehow incomplete. |
Around waist | Mighty Girdle (Madness) Mighty Girdle (Madness)1.0 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 Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | creative vined mindstar of clarity (Shrouds) (6-7 power, 18 apr, nature damage) creative vined mindstar of clarity (Shrouds) (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 6.0 - 6.6 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.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +10.00 Talents +1 Attune Mindstar Curse of Shrouds 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 | Chador the linen cloak (Misfortune) (1 def, 0 armour) Chador the linen cloak (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Wil +1 Con dps ---------- Crit.mult +5.00% S.pwr/crit +2 Dmg.mod +9% blight Melee Ret 2 blight ----- def ----- Defense +1 (+1 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | mindwoven linen robe of the mind (+10%) (Nightmares) (0 def, 0 armour) mindwoven linen robe of the mind (+10%) (Nightmares) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% mind ----- def ----- Resists +10% mind +7% all Mind.save +15 (+6 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion (heal 114; 16 cd) regeneration infusion (heal 114; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 114 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. Press to compare to your current inscriptions |
warrior's copper amulet of constitution (+3) warrior's copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
copper ring of power (Nightmares) copper ring of power (Nightmares)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+6 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
copper ring of power (Shrouds) copper ring of power (Shrouds)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+5 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +5 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
arcing steel greatsword of massacre (Shrouds) (34-55 power, 2 apr) arcing steel greatsword of massacre (Shrouds) (34-55 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Shrouds Massive two-handed swords. |
Aerowen the Brandglean (Nightmares) (15-21 power, 3 apr) Aerowen the Brandglean (Nightmares) (15-21 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 fire On Crit.r2 +8 fire While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Res.pen +10% fire Acc +9 (+9 eff.) ----- def ----- Resists +9% darkness +9% fire Curse of Nightmares Sharp, long, and deadly. |
balanced steel waraxe of the mystic (Shrouds) (16-22 power, 3 apr) balanced steel waraxe of the mystic (Shrouds) (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +7 (+4 eff.) Acc +7 (+7 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +24% Curse of Shrouds One-handed war axes. |
truestriking steel dagger (Madness) (11-14 power, 6 apr) truestriking steel dagger (Madness) (11-14 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +7 (+7 eff.) Apr +7 Curse of Madness Sharp, short and deadly. |
Serpent's Glare (Misfortune) (7-8 power, 15 apr, nature damage) Serpent's Glare (Misfortune) (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% Curse of Misfortune Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 114.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar of clarity (Misfortune) (2-2 power, 12 apr, nature damage) mossy mindstar of clarity (Misfortune) (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.0 - 2.2 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.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +10.00 Talents +1 Attune Mindstar Curse of Misfortune 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. |
Shadeoblivion (16/16, 24-34 power, 5 apr) Shadeoblivion (16/16, 24-34 power, 5 apr)3.0 T1 arrow ammo Reqs Dex 11 [Rare] Master Power 24.0 - 33.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +12.0% Capacity 16 Ranged+ +20 darkness On Hit.r1 +20 mind +16 acid On Crit: * Wound the target dealing 30 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Eremukor the linen robe (Misfortune) (0 def, 0 armour) Eremukor the linen robe (Misfortune) (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +2 Dex +4 Wil +3 Con dps ---------- Dmg.mod +12% mind Melee Ret 4 mind ----- def ----- Resists +12% mind +7% all ---------- misc Max.psi +40.00 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (Corpses) (0 def, 0 armour) linen robe (Corpses) (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (Madness) (0 def, 0 armour) woollen robe (Madness) (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of cold resistance (Corpses) (6 def, 4 armour) cured leather armour of cold resistance (Corpses) (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +17% cold Curse of Corpses A suit of armour made of leather. |
Drenik the rough leather belt (Corpses) Drenik the rough leather belt (Corpses)1.0 T1 belt armor [Rare] Disrupt While equipped: ----- def ----- Resists +15% acid +1% physical +5% blight +3% fire +6% cold Mind.save +6 (+3 eff.) Max.HP +20.00 Silence- +10% Curse of Corpses A belt that goes around your waist. |
Olyduvor (Nightmares) Olyduvor (Nightmares)1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +10 (+10 eff.) Resists +12% acid +3% temporal +5% fire +5% arcane +6% cold Curse of Nightmares A belt that goes around your waist. |
enveloping linen cloak (Misfortune) (6 def, 0 armour) enveloping linen cloak (Misfortune) (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+6 eff.) Phys.save +5 (+5 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Zathad' (Corpses) (1 def, 6 armour) linen cloak 'Zathad' (Corpses) (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +25 (+15 eff.) Acc +5 (+5 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% lightning +11% cold +5% arcane +1% physical Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots of tirelessness (Madness) (0 def, 1 armour) grounding pair of rough leather boots of tirelessness (Madness) (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Stam/turn +0.40 Max.stam +12.00 Curse of Madness A pair of boots made of leather. |
pair of rough leather boots 'Grinuzilaleg' (Misfortune) (0 def, 1 armour) pair of rough leather boots 'Grinuzilaleg' (Misfortune) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+4 eff.) Acc +10 (+10 eff.) Apr +4 ----- def ----- Armour +1 Resists +6% nature Curse of Misfortune A pair of boots made of leather. |
pair of rough leather boots (Misfortune) (0 def, 1 armour) pair of rough leather boots (Misfortune) (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Curse of Misfortune A pair of boots made of leather. |
scholar's pair of iron boots of speed (Madness) (0 def, 3 armour) scholar's pair of iron boots of speed (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady rough leather gloves of strength (+3) (Misfortune) (0 def, 1 armour) steady rough leather gloves of strength (+3) (Misfortune) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+5 eff.) Acc +5 (+5 eff.) ----- def ----- Armour +1 Phys.save +5 (+5 eff.) Mind.save +6 (+3 eff.) Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding linen wizard hat of lightning (+21%) (Madness) (1 def, 0 armour) grounding linen wizard hat of lightning (+21%) (Madness) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +21% lightning +5% temporal Curse of Madness A pointy cloth hat, very wizardly... |
Furnacecutter the rough leather cap (Shrouds) (0 def, 1 armour) Furnacecutter the rough leather cap (Shrouds) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% fire Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +1 Fatigue +1% Resists +3% mind +3% cold Curse of Shrouds A cap made of leather. |
Gura (Shrouds) (0 def, 1 armour) Gura (Shrouds) (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +9% light Crit.chn- 10.00% Mind.save +3 (+2 eff.) Die.at -40.00 life ---------- misc Stam/ret +0.90 Equi/ret +0.70 Curse of Shrouds A cap made of leather. |
Swampdare (Misfortune) (1 def, 0 armour) Swampdare (Misfortune) (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+1 eff.) Resists +21% fire +3% nature +15% cold Curse of Misfortune A pointy cloth hat, very wizardly... |
rough leather cap 'Galestreak' (Shrouds) (0 def, 1 armour) rough leather cap 'Galestreak' (Shrouds) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Melee Ret 2 lightning ----- def ----- Armour +1 Fatigue +1% Resists +3% mind +3% blight Blind- +10% Disarm- +20% Confus- +10% Curse of Shrouds A cap made of leather. |
6 agate 6 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. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
2 citrine 2 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. |
8 zircon 8 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. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+4 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. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
193 alchemist agate 193 alchemist agate0.0 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. |
Shiverradiance Shiverradiance2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Resists +6% cold ---------- misc Psi/ret +0.16 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. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(115 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Tempestfurnace the iron pickaxe (dig speed 38 turns) Tempestfurnace the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Wil dps ---------- S.pwr/crit +6 Dmg.mod +3% temporal Phasing +10% Melee Ret 2 lightning ----- def ----- Fatigue -5% ---------- misc Max.mana +60.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of mindblast 'Goda' [power 105] (15 cooldown) iron torque of mindblast 'Goda' [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +6% blight +3% temporal Heal.mod +10% Blast the opponent's mind dealing 127 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (25 cooldown) iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 47] (25 cooldown) steel torque of psionic shield [power 47] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (15 cooldown) elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Surefire (Corpses) Surefire (Corpses)4.0 T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+12 eff.) Curse of Corpses This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Achievements
By Raj the Cornac Doomed level 10
5th Mirth 122nd year of Ascendancy at 14:23 see stats
By Raj the Cornac Doomed level 17
29th Dusk 122nd year of Ascendancy at 05:13 see stats
By Raj the Cornac Doomed level 9
2nd Mirth 122nd year of Ascendancy at 06:03 see stats
By Raj the Cornac Doomed level 11
2nd Summertide 122nd year of Ascendancy at 11:58 see stats
Log
Raj hits Zubetta the wolf for (10 flat reduction), 111 physical, (10 flat reduction), 7 physical (119 total damage).
Terror hits Zubetta the wolf for (10 flat reduction), 30 physical (30 total damage).
Wrathroot hits Raj for (63 deflected), 65 darkness (65 total damage).
Wrathroot hits Terror for 0 darkness damage.
Zubetta the wolf raises their leg and snaps it downward in a devastating axe kick.
You have deflected 70 incoming damage!
Raj harrows Zubetta the wolf!
Raj's brain isn't quite working right!
Curse of Nightmares hits Zubetta the wolf for (10 flat reduction), 40 mind, (10 flat reduction), 32 darkness (72 total damage).
Melee retaliation hits Zubetta the wolf for (2 flat reduction), 0 light, (2 flat reduction), 0 blight (0 total damage).
Zubetta the wolf hits Raj for (70 deflected), 71 physical, 0 arcane (71 total damage).
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Raj fails to use Infusion: Regeneration.
Raj's nightmare area effect hits Zubetta the wolf for (10 flat reduction), 61 mind (61 total damage).
Zubetta the wolf throws two quick punches.
You have deflected 33 incoming damage!
You have deflected 14 incoming damage!
Personal New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Raj harrows Zubetta the wolf!
Raj slows down.
Wrathroot casts Rigor Mortis.
Raj feels death coming!
Curse of Nightmares hits Zubetta the wolf for (10 flat reduction), 40 mind, (10 flat reduction), 32 darkness (72 total damage).
Melee retaliation hits Zubetta the wolf for (2 flat reduction), 0 light, (2 flat reduction), 0 blight (0 total damage).
Wrathroot hits Raj for 129 cold damage.
Zubetta the wolf hits Raj for (33 deflected), 35 physical, 0 arcane, (14 deflected), 54 physical, 0 arcane (88 total damage).
Raj the level 17 cornac doomed was cooled to death by Wrathroot and digested by treants on level 4 of Old Forest.
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The unseen force around Raj subsides.