









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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Nexus improved tooltips 1.7.4Free Respec But only stats and talents 1.7.4Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats and talents freely at any time. based on Free Respec by youhei, which is based on Full Respecialization by Time to Die. Weight: 100 Superload: 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 | Female |
| Race | Yeek |
| Class | Summoner |
| Level / Exp | 25 / 98% |
| Size | small |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 25 on the 17th Regrowth 123rd year of Ascendancy at 05:36 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 23 (base 13) |
| Dexterity | 18 (base 11) |
| Constitution | 14 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 103 (base 55) |
| Cunning | 80 (base 48) |
Resources
| Life | -7/378 |
| Equilibrium | 35 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 58.292576378924 |
| See Invisible | 58.292576378924 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 57 |
| Crit Chance | 28% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 57 |
| Crit Chance | 24% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 71 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +4% |
| Fire | +10% |
| Mind | +25% |
| Cold | +33% |
| Nature | +10% |
Offense: Damage Penetration
| Light | +10% |
Defense: Base
| Armour (hardiness) | 9 (48.304188961773%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 30 |
| Mental Save | 51 |
Defense: Resistances
| Lightning | + 20%( 70%) |
| Light | + 19%( 70%) |
| Nature | + 25%( 70%) |
| Darkness | + 29%( 70%) |
| Cold | + 27%( 70%) |
| Fire | + 27%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Silence Resistance | 50% |
| Confusion Resistance | 85% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
| Poison Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 533% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 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: 2.5 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 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed xorn fragment. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed ice ant stinger. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' 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 warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bloated horror heart. * You've found the needed pouch of luminous horror dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Xerytha2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str +5 Wil dps ---------- Mind.pwr +20 (+5 eff.) Dmg.mod +12% mind Melee Ret 6 mind ---------- 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 | iron helm 'Rhudoran' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Wil +4 Cun +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Psi/ret +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | brawler's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +3 Cun ----- def ----- Armour +2 Phys.save +5 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +9.0% Atk.spd 100% On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Armaduromigorn the Blindfoe (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% cold Res.pen +10% light Acc +4 (+2 eff.) Melee Ret 2 mind ---------- misc Hate/m.crit +3.00 Light +1 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Betyrin0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Dex +3 Mag +7 Wil +5 Cun dps ---------- Melee+ 16 physical Ranged+ 11 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 39 On Hit (Ranged): * 12% chance to reduce all saves and defense by 39 ----- def ----- Crit.chn- 15.00% ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
| On fingers | psionicist's steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Mind.save +4 (+1 eff.) Rings make your fingers look great! |
| Around neck | Eilinoldakira0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +4 Wil +1 Cun dps ---------- Mind.crit +4% Acc +10 (+5 eff.) Melee Ret 4 physical ----- def ----- Resists +14% light +16% darkness Blind- +23% Amulets make your neck look great! |
| In main hand | Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 3.5 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 180.50 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | rough leather belt 'Elassra'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +6 Con dps ---------- Mind.crit +1% Mind.pwr +19 (+5 eff.) Dmg.mod +9% mind ----- def ----- Mind.save +9 (+3 eff.) A belt that goes around your waist. |
| In off hand | Frozenward the vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +12 darkness On Crit.r2 +8 cold While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 7 mind 6 darkness Dmg.mod +6% cold +4% mind +4% darkness ----- def ----- Resists +3% fire +9% darkness +3% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 3.5 Pwr.cost 22 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 93.76 to 281.27 lightning damage (187.51 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 4.5 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 480 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
copper amulet of dexterity (+3) =dex=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
insulating copper amulet of mastery (0.12 Wild-gift / Summoning (utility))0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% fire +10% cold ---------- misc Masteries +0.12 Wild-gift/Summoning (utility) Amulets make your neck look great! |
copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +7 (+7 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
steel greatmaul of enduring (26-38 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Nature Power 25.5 - 38.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +9 Con +7 Wil ----- def ----- Max.HP +51.00 Massive two-handed mauls. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Silumina' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Melee Ret 2 mind 2 acid ----- def ----- Resists +16% lightning +6% temporal +9% cold +6% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +9% all Poison- +22% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +9% all Max.HP +54.00 HP.reg +1.50 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glimmerspire (0 def, 3 armour) =str con=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Spell.crit +1% Spell.pwr +20 (+13 eff.) Res.pen +5% arcane +20% blight Melee Ret 2 light ----- def ----- Armour +3 Fatigue +2% ---------- misc Max.vim +10.00 Rush: Puts all charms on 22 cooldown Level 3.5 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xanussra (20 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +3 Wil +3 Cun +1 Con dps ---------- Apr +1 ----- def ----- Armour +3 Defense +20 (+9 eff.) Fatigue +2% Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yaradas (0 def, 5 armour) =str cun con=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Cun +2 Con dps ---------- Dmg.mod +12% physical Acc +10 (+5 eff.) ----- def ----- Armour +5 Phys.save +11 (+7 eff.) Mind.save +11 (+3 eff.) ---------- misc Max.stam +10.00 A pair of boots made of leather. |
pair of rough leather boots 'Unrudrakor' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Resists +9% lightning +5% fire +12% cold Max.HP +60.00 HP.reg +4.00 Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning Acc +13 (+7 eff.) ----- def ----- Armour +2 Resists +6% lightning Unarmed combat: Power 15.0 - 16.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +10.0% Atk.spd 100% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Amagadas the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning Die.at -40.00 life A pointy cloth hat, very wizardly... |
Daimirek the rough leather cap (0 def, 5 armour) =str dx cn=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Cun ----- def ----- Armour +5 Fatigue +1% Resists +9% cold Spell.save +12 (+6 eff.) A cap made of leather. |
5 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. |
132 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 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. |
3 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Swampkarma (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +17% nature +3% darkness Spell.save +6 (+3 eff.) HP.reg +2.00 ---------- misc Max.stam +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Harikalthohad2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Phys.crit +1.0% Mind.pwr +15 (+4 eff.) ----- def ----- Die.at -40.00 life ---------- misc Max.stam +10.00 Light +5 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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 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. |
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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By
29th Haze 122nd year of Ascendancy at 21:49 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By
4th Regrowth 123rd year of Ascendancy at 22:39 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By
13rd Regrowth 123rd year of Ascendancy at 00:32 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By
69th Haze 122nd year of Ascendancy at 01:23 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By
54th Dusk 122nd year of Ascendancy at 14:18 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By
65th Haze 122nd year of Ascendancy at 07:06 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By
53rd Dusk 122nd year of Ascendancy at 18:46 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By
69th Haze 122nd year of Ascendancy at 11:10 see stats
Log
Fire drake hatchling hits Iceblock for 113 physical damage.
Melee retaliation hits Iceblock for 4 fire damage.
Melee retaliation hits Iceblock for 6 fire damage.
Something hits Iceblock for 106 physical damage.
Fire drake is free from the ice.
Fire drake hatchling resists!
Thunderstorm hits Fire drake for 21 lightning damage.
Thunderstorm hits Fire drake hatchling for (6 to ice), 9 lightning (9 total damage).
Fire drake receives 3 healing from Something.
Fire drake hatchling forces the iceblock to shatter.
Melee retaliation hits Iceblock for 4 fire damage.
Fire drake hatchling is free from the ice.
Thunderstorm hits Fire drake hatchling for 68 lightning damage.
Thunderstorm hits Fire drake hatchling for 72 lightning damage.
Fire drake hatchling resists Something's 'Dazed'!
Fire drake hatchling is caught inside a Hurricane.





























































































