











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! 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Drem |
| Class | Writhing One |
| Level / Exp | 22 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 22 on the 24th Gold 123rd year of Ascendancy at 21:35 / 1 |
Primary Stats
| Strength | 25 (base 14) |
| Dexterity | 17 (base 10) |
| Constitution | 25 (base 19) |
| Magic | 64 (base 50) |
| Willpower | 20 (base 10) |
| Cunning | 36 (base 25) |
Resources
| Life | -125/741 |
| Mana | 276/276 |
| Insanity | 39/100 |
| Healing Factor | 1.3745178243368 |
| Regeneration | 14.088807699452 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 43.713773486967 |
| See Invisible | 43.713773486967 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 38 |
| Crit Chance | 16% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +28% |
| Blight | +19% |
| Arcane | +15% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +7% |
Defense: Base
| Armour (hardiness) | 50 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 26 |
| Mental Save | 31 |
Defense: Resistances
| Darkness | + 19%( 70%) |
| Lightning | + 43%( 70%) |
| Nature | + 9%( 70%) |
| Temporal | + 14%( 70%) |
| Blight | + 11%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 11%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 42% |
| Confusion Resistance | 32% |
| Pinning Resistance | 41% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 603% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 2/5 |
| 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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | 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 gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 15. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed orc heart. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of squid ink. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed ice wyrm tooth. * You've found the needed minotaur nose. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 | Sparkhunt the pair of dwarven-steel boots (20 def, 22 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +22 Defense +20 (+10 eff.) Fatigue +3% Resistance +6% lightning Healmod +15% Disease Resist +20% 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. |
| Light source | Lighttaint2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Cun +1 Wil offense ------ Mind Crit +1% Critical power +5.00% Mindpower +15 (+8 eff.) other ------- Light +9 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 | hardened leather cap 'Islyba' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +2 Dex +3 Cun +3 Con offense ------ Spellpower/crit +4 Damage +15% blight defense ------ Armor +3 Fatigue +3% Unlife -80.00 life Life Regen +4.00 other ------- Mana/turn +0.08 Max vim +20.00 A cap made of leather. |
| Tool | Neryba [power 165] (18 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Str +4 Wil +2 Con offense ------ Spellpower +25 (+6 eff.) Damage +15% arcane defense ------ Spell save +3 (+1 eff.) Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 460 Base Damage: 203 Armor: 1 All Resist: 5 Puts all charms on 18 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | conjurer's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+2 eff.) defense ------ Life +20.00 Disarm Resist +24% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
| On fingers | Zanundil the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +1 Str +4 Mag offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% nature +3% temporal Life +26.00 Disarm Resist +26% Pinning Resist +20% Knockbk Resist +30% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
| In main hand | magewarrior's short elm vilestaff (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 1H weapon [Ego+] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +3% Physical Power +6 (+2 eff.) Spellpower +9 (+2 eff.) Damage +10% darkness Accuracy +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | iron gauntlets 'Frostoozer' (0 def, 5 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: offense ------ When Hit 2 cold defense ------ Armor +5 Fatigue +1% Resistance +15% lightning +6% temporal Mind save +6 (+3 eff.) Life +44.00 Life Regen +4.00 Healmod +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Icewitch (9 def, 16 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +1 Str offense ------ Damage +3% cold On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Armor +16 Defense +9 (+5 eff.) Fatigue +8% Resistance +6% physical Physical save +13 (+6 eff.) Unlife -40.00 life A suit of armour made of leather. |
| Cloak | Layakira (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Mag offense ------ Critical power +5.00% Spellpower/crit +6 Damage +14% darkness Ignore resists +7% darkness Ignore Shields +10% When Hit 4 arcane defense ------ Defense +2 (+1 eff.) Resistance +14% darkness +6% blight Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Xanulaith the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +1 Mag +1 Wil defense ------ Fatigue -5% Resistance +18% lightning +6% mind Mind save +3 (+1 eff.) Life Regen +2.00 Stun Resist +22% Amulets make your neck look great! |
Inventory
wild infusion of the duelist (res 19%; physical; dur 3; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 |
cleansing copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Cun defense ------ Resistance +11% nature +10% blight Poison Resist +21% Disease Resist +21% Amulets make your neck look great! |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet 'Isidhenor'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +2 Wil defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Light +1 Infravision +1 Amulets make your neck look great! |
copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
warrior's steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical Healmod +11% Cut Resist +50% other ------- Stamina/turn +0.50 Heal: Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 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 229 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
rogue's copper ring of the mind (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun offense ------ Damage +11% mind defense ------ Defense +6 (+3 eff.) Resistance +11% mind Rings make your fingers look great! |
rogue's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Life +24.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
marksman's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Physical Power +7 (+2 eff.) Spellpower +9 (+2 eff.) Mindpower +5 (+3 eff.) Accuracy +4 (+1 eff.) Rings make your fingers look great! |
Eclipse (18-22 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+3 eff.) Damage +15% darkness +15% physical +15% light +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Relgikor the cured leather armour (6 def, 10 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: Stats +1 Mag +6 Con defense ------ Armor +10 Defense +6 (+3 eff.) Fatigue +7% Resistance +7% physical Physical save +19 (+9 eff.) other ------- Light +1 A suit of armour made of leather. |
Cyrowen the Airbane1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +2 Dex offense ------ Physical Power +3 (+1 eff.) When Hit 2 cold defense ------ Resistance +3% lightning Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
rough leather belt of the vagrant1.0 Encumbrance T1 belt armor [Ego+] Nature While equipped: Stats +2 Con offense ------ Mindpower +4 (+2 eff.) defense ------ Mind save +6 (+3 eff.) A belt that goes around your waist. |
Blastpain (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Crit +2.0% Accuracy +15 (+5 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% lightning Life +32.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nith (17 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: offense ------ Spellpower/crit +8 Damage +9% physical Ignore resists +5% physical Accuracy +10 (+3 eff.) defense ------ Defense +17 (+9 eff.) Resistance +18% darkness +12% temporal Out-of-Phase Defense +18 Out-of-Phase Resistance +16% Out-of-Phase Resilience +18% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silelle the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) defense ------ Armor +1 Physical save +9 (+4 eff.) Life +80.00 Cut Resist +10% Pinning Resist +10% A pair of boots made of leather. |
Aressra (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +5 Dex +2 Mag +2 Cun offense ------ On-Hit 8 lightning Damage +5% lightning When Hit 8 mind defense ------ Armor +2 Resistance +6% lightning Crit Resistance 15.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 lightning Damage +6% lightning Accuracy +10 (+3 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Faleharastir' (22 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +1 Dex offense ------ Spell Crit +3% Critical power +20.00% Spellpower +4 (+1 eff.) Ignore Armor +3 defense ------ Defense +22 (+11 eff.) Resistance +2% physical Physical save +6 (+3 eff.) other ------- Mana/turn +0.18 A pointy cloth hat, very wizardly... |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Con offense ------ Damage +7% arcane defense ------ Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 8 turn cooldown Effective talent level: 5.0 Power cost 8 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Halifang (5 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Dex defense ------ Armor +1 Defense +5 (+3 eff.) Fatigue +1% Resistance +6% lightning +6% cold +6% acid other ------- Breathe water A cap made of leather. |
Xyralle (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +3% acid +3% lightning +3% mind +6% blight Physical save +11 (+5 eff.) Life +40.00 A cap made of leather. |
werebeast's rough leather cap of strength (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Str +2 Dex +1 Cun +1 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Glemida the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Ignore resists +25% mind When Hit 8 mind defense ------ Armor +4 Fatigue +4% Resistance +3% lightning +11% cold +5% arcane +9% light other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
8 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. |
7 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. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
228 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. |
Fulyfang the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Resistance +5% arcane Life +42.00 Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
dwarven-steel pickaxe of wreckage (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +3 Str offense ------ Ignore Armor +5 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 19 turn cooldown Effective talent level: 2.0 Power cost 19 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 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 145 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. |
Olutir [power 2] (18 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +12% mind Ignore resists +20% arcane other ------- EQ when Hit +0.16 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 18 turn cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Voruvena' [power 170] (11 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +6% blight +12% fire +5% arcane +9% temporal Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Puts all charms on 11 turn cooldown 100% to heal for 34. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Hail the Drem Writhing One level 19
30th Dearth 122nd year of Ascendancy at 18:42 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Hail the Drem Writhing One level 19
13rd Iron 123rd year of Ascendancy at 06:47 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hail the Drem Writhing One level 21
30th Iron 123rd year of Ascendancy at 13:59 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Hail the Drem Writhing One level 10
22nd Voratun 122nd year of Ascendancy at 14:43 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Hail the Drem Writhing One level 20
14th Iron 123rd year of Ascendancy at 17:34 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Hail the Drem Writhing One level 19
9th Shortage 122nd year of Ascendancy at 13:54 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Hail the Drem Writhing One level 18
8th Dearth 122nd year of Ascendancy at 18:36 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Hail the Drem Writhing One level 11
21st Profit 122nd year of Ascendancy at 03:50 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Hail the Drem Writhing One level 10
25th Voratun 122nd year of Ascendancy at 03:27 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Hail the Drem Writhing One level 19
10th Dearth 122nd year of Ascendancy at 20:18 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hail the Drem Writhing One level 16
29th Wealth 122nd year of Ascendancy at 15:24 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Shasshhiy'Kaish activates Psiblades.
Hail uses Frenzy.
Hail casts Foul Convergence.
Hail performs a melee critical strike against Shasshhiy'Kaish!
Shasshhiy'Kaish's armor corrodes!
Something misses Shasshhiy'Kaish.
Shasshhiy'Kaish resists the disease!
Hail hits Shasshhiy'Kaish for 45 physical, 23 arcane, 127 darkness, 21 arcane (216 total damage).
Something hits Shasshhiy'Kaish for 11 physical, 1 blight, 3 blight (15 total damage).
Shasshhiy'Kaish has temporarily forgotten Nature's Touch for 2 turns!
Shasshhiy'Kaish has temporarily forgotten Hydra for 2 turns!
Shasshhiy'Kaish casts Meteor Rain.
Hail is recovering from the damage!
Character control switched to worm that walks (servant of Hail).
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 16.
Character control switched to Hail.
Shasshhiy'Kaish hits Carrion worm mass for 75 physical, 269 fire (344 total damage).
Shasshhiy'Kaish hits Hail for 133 physical, 165 fire, 127 physical, 158 fire, 124 physical, 158 fire (866 total damage).
Shasshhiy'Kaish hits Something for 124 physical, 221 fire, 124 physical (469 total damage).
Something hits Shasshhiy'Kaish for 28 physical, 3 blight, 36 lightning, 12 physical, 1 blight, 3 blight, 7 blight, 3 blight, 2 blight, 1 blight, 3 blight (99 total damage).
Hail the level 22 drem writhing one was battered to death by Shasshhiy'Kaish and used for her perverted desires on level 1 of Daikara.

































































































