
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Furrae Race 1.2.1Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon 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:
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:
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. 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! 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: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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 Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. 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 | Bulwark |
| Level / Exp | 22 / 51% |
| Size | big |
| Lifes / Deaths | Killed by Xeryrevea the vampire at level 17 on the 27th Haze 122nd year of Ascendancy at 21:40 / 2Killed by Ivywyn the searing horror at level 22 on the 28th Regrowth 123rd year of Ascendancy at 10:11 |
| Antimagic | Follower |
Primary Stats
| Strength | 55 (base 44) |
| Dexterity | 46 (base 25) |
| Constitution | 59 (base 50) |
| Magic | 5 (base 1) |
| Willpower | 30 (base 17) |
| Cunning | 25 (base 1) |
Resources
| Life | 1/826 |
| Stamina | 185/245 |
| Equilibrium | 0 |
| Healing Factor | 1.3251133323992 |
| Regeneration | 12.272267892995 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 4 |
| See Stealth | 8 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 73 |
| Crit Chance | 18% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 2.5 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Temporal | +6% |
| Mind | +3% |
| Physical | +6% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Acid | +25% |
| Light | +5% |
| Nature | +20% |
| Cold | +5% |
| Physical | +25% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 63.925538568131 (100%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 39 |
| Physical Save | 42 |
| Spell Save | 62 |
| Mental Save | 40 |
Defense: Resistances
| Cold | + 32%( 70%) |
| All | + 27%( 70%) |
| Lightning | + 58%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 34%( 70%) |
| Darkness | + 30%( 70%) |
| Mind | + 30%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Confusion Resistance | 12% |
| Knockback Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 407 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 716% 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. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.70 |
| 4/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 2.90 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 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 failed to protect the injured seer from death by Adira the wolf. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Isuba the snow giant. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by Aerylle the hornet swarm. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by hornet swarm. Escort: lost warrior (level 2 of Trollmire) | failed |
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 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
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. | 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. | 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 has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. * You've found the needed electric eel tail. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 |
Equipment
| On feet | Brenurab (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +2 Wil +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +4 Fatigue +3% Resists +6% lightning +6% temporal +6% cold HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of steel shots 'Cyrissra' (19/19, 135% power, 8 apr)3.0 T2 shot ammo [Rare] Master Power 135% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +8 Crit +11.5% Capacity 19 On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
| Light source | Ivewen1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Resists +9% fire +3% darkness +6% nature Spell.save +18 (+4 eff.) Blind- +25% Confus- +12% ---------- misc Light +9 See.Stealth +8 See.Invis +5 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Hellsworth' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +15% fire Melee Ret 6 fire ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +3% fire +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | scouring iron gauntlets of archery (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +5 (+1 eff.) Apr +5 On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Spell.save +10 (+2 eff.) Unarmed combat: Power 98% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +2.0% Atk.spd 83% On Hit: 15% Perfect Strike 1 On Hit: * 16 arcane resource burn Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Aduta [power 470] (15 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +25% physical On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 ---------- misc Max.stam +20.00 Sting an enemy dealing 470 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 26% for 2 turns. 100% to increase all damage penetration by 17% for 2 turns. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Hettodobers the Radiancewind0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +3 Cun +2 Con dps ---------- Dmg.mod +6% temporal Acc +10 (+3 eff.) Apr +9 ----- def ----- Defense +13 (+5 eff.) Resists +3% temporal Spell.save +12 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +12.00 Light +3 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 80% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Neramira the Gleamwend0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% light Melee Ret 2 acid 8 cold On Hit (Melee): * 20% chance to reduce armor by 6% ----- def ----- Resists +3% light Phys.save +10 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +9 (+3 eff.) Rings make your fingers look great! |
| Around neck | serendipitous gold amulet of dexterity (+7)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck +5 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Unseen.red 12% Amulets make your neck look great! |
| In main hand | enhanced iron waraxe of crippling (102% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego++] Nature/Master Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +4 Dex +4 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.crit +6.0% One-handed war axes. |
| Around waist | hardened leather belt 'Hettyvor'1.0 T3 belt armor [Rare] Master While equipped: Stats +9 Dex +6 Cun +7 Lck dps ---------- Res.pen +15% acid ----- def ----- Resists +9% lightning Mind.save +12 (+4 eff.) Stealth +10 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
| In off hand | dwarven-steel shield 'Rotbile' (0 def, 6 armour, 131% power, 84 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 131% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 Melee+ +12 lightning While equipped: dps ---------- Melee+ 15 lightning Dmg.mod +3% cold Res.pen +20% nature +5% cold Melee Ret 5 lightning ----- def ----- Armour +6 Fatigue +8% Resists +6% nature ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.4 Pwr.cost 20 out of 0/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 44% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | Galilaldil the steel plate armour (5 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +22% Resists +25% lightning Mind.save +18 (+6 eff.) Max.HP +40.00 Knockbk- +20% A suit of armour made of metal plates. |
Inventory
blink rune (range 5; phase 12; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
savior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Mercy (143% power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Psionic Power 143% Range: 1.3x Uses 55% Dex, 45% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Xewen (114% power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Master Power 114% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +4 mind On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Dex +4 Wil dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Phys.spd +10% Acc +21 (+5 eff.) ----- def ----- Defense +8 (+3 eff.) Disarm- +27% ---------- misc Max.psi +30.00 Sharp, short and deadly. |
Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
dwarven-steel mace of massacre (140% power, 4 apr)3.0 T3 mace 1H weapon [Ego] Master Power 140% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
Blazewitch (125% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Disrupt/Psionic Power 125% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 11 arcane resource burn While equipped: Stats +1 Str dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +13% mind +7% darkness Res.pen +10% mind +8% darkness Acc +15 (+4 eff.) ----- def ----- Resists +3% arcane +9% lightning Phys.save +10 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +5 (+1 eff.) ---------- misc Equi/ret +1.20 Max.hate +5.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dragonbone starstaff 'Blindsweeper' (136% power, 6 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Dex +15 Mag +10 Wil +23 Cun +1 Con dps ---------- Phys.crit +1.0% Spell.crit +5% Crit.mult +54.00% Spell.pwr +20 (+8 eff.) S.pwr/crit +8 Melee+ 25 fire Dmg.mod +30% temporal Res.pen +15% darkness Melee Ret 4 darkness ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +39.00 Max.N.En +38.00 See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Dawnhunter the steel waraxe (110% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature +8 light On Hit.r1 +8 blight On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +20% blight +7% all Acc +7 (+2 eff.) Apr +7 One-handed war axes. |
Chalarig the Kilnmaster1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Defense +8 (+3 eff.) Resists +3% darkness Crit.chn- 15.00% Spell.save +15 (+3 eff.) Stealth +7 Die.at -20.00 life A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's rough leather belt of the vagrant1.0 T1 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +4 Cun +1 Con dps ---------- Mind.pwr +4 (+2 eff.) Against +15% Summoned ----- def ----- D.Red.from +17% Summoned Mind.save +6 (+2 eff.) A belt that goes around your waist. |
mindwoven Rags of the Sanctuary of nature (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +11% nature ----- def ----- Resists +16% nature +7% all Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gunalen (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +10 Fatigue -2% Resists +3% blight +9% darkness +6% acid Max.HP +31.00 Disease- +20% ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Pitchjeer' (6 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness +18% mind Res.pen +15% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 20 * 20% chance to reduce armor by 6% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +2 Cun +4 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+4 eff.) Mind.save +10 (+3 eff.) Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 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. |
Issastir the Corpseshear (2 def, 7 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue +12% Resists +26% acid +7% cold Max.HP +26.00 HP.reg +3.00 Heal.mod +11% ---------- misc Breathe water A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.09 to 117.26 lightning damage (78.17 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
15 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Grinylen the Scabhunt1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature +3% darkness Melee Ret 8 nature ----- def ----- Defense +20 (+7 eff.) Resists +3% fire Phys.save +6 (+2 eff.) Heal.mod +15% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Issufast'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +15 (+4 eff.) ----- def ----- Resists +3% lightning Spell.save +3 (+0 eff.) Die.at -40.00 life Max.HP +46.00 ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
pouch of dwarven-steel shots 'Frostriver' (20/20, 137% power, 3 apr)3.0 T3 shot ammo [Rare] Psionic Power 137% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Rld cld 6 Ranged+ +33 mind On Hit.r1 +20 blight +12 cold On Crit.r2 +8 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 23% chance to reduce all saves and defense by 20 Shots are used with slings to pummel your foes to death. |
Dourwill [power 47] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% darkness Melee Ret 2 acid ----- def ----- Heal.mod +20% Silence- +10% Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
12 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. |
focusing yew wand of lightning storm [power 260] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 52 lightning damage and will be dazed for 1 turn (260 total damage) Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Solraz the Cornac Bulwark level 11
18th Dusk 122nd year of Ascendancy at 20:56 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Solraz the Cornac Bulwark level 12
30th Dusk 122nd year of Ascendancy at 19:04 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Solraz the Cornac Bulwark level 20
23rd Regrowth 123rd year of Ascendancy at 04:11 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Solraz the Cornac Bulwark level 10
7th Flare 122nd year of Ascendancy at 18:36 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Solraz the Cornac Bulwark level 20
22nd Regrowth 123rd year of Ascendancy at 13:15 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Solraz the Cornac Bulwark level 11
1st Dusk 122nd year of Ascendancy at 17:52 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Solraz the Cornac Bulwark level 19
22nd Regrowth 123rd year of Ascendancy at 09:58 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Solraz the Cornac Bulwark level 17
27th Haze 122nd year of Ascendancy at 21:41 see stats
Log
Solraz shakes off the crushing forces.
Bleeding from Saw horror hits Solraz for 16 physical damage.
Something hits Solraz for 62 fire damage.
Solraz misses Something.
Solraz performs a melee critical strike against Something!
Solraz misses Something.
Solraz misses Something.
Something reflects damage back to Solraz!
Solraz hits Something for (28 absorbed), 0 acid, (6 absorbed), 0 lightning, (11 absorbed), 0 acid, (11 absorbed), 0 lightning, (14 absorbed), 0 lightning, (18 absorbed), 0 acid, (11 absorbed), 0 lightning, (14 absorbed), 0 lightning, (4 absorbed), 20 acid, 6 lightning, 11 acid, 11 lightning, 14 lightning (65 total damage).
Something hits Solraz for 0 acid, 0 lightning, 0 acid, 0 lightning, 0 lightning, 0 acid, 0 lightning, 0 lightning, 9 acid, 1 lightning, 5 acid, 2 lightning, 3 lightning (23 total damage).
Something reflects damage back to Solraz!
Something reflects damage back to Solraz!
Something reflects damage back to Solraz!
Something reflects damage back to Solraz!
Something reflects damage back to Solraz!
Something reflects damage back to Solraz!
Something hits Solraz for 110 light damage.
Something hits Solraz for 6 arcane damage.
Something hits Solraz for 0 arcane damage.
Something hits Solraz for 6 arcane damage.
Something hits Solraz for 0 arcane damage.
Something hits Solraz for 50 light damage.
Something hits Solraz for 48 physical damage.
Something hits Solraz for 6 arcane damage.
Something hits Solraz for 0 arcane damage.
Something hits Solraz for 5 fire, 7 light (12 total damage).
Something hits Solraz for 0 arcane damage.
Something hits Solraz for 50 light damage.
Solraz the level 22 cornac bulwark was sun baked to death by Ivywyn the searing horror on level 3 of Lake of Nur.
















































































