











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! 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! 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Embers of Rage 1.7.4Official Expansion!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 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 19 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Betoba the thief at level 19 on the 8th Loss 122nd year of Ascendancy at 23:33 / 2Killed by Isulaith the bandit at level 19 on the 9th Loss 122nd year of Ascendancy at 05:14 |
| Antimagic | Follower |
Primary Stats
| Strength | 50 (base 41) |
| Dexterity | 28 (base 13) |
| Constitution | 32 (base 25) |
| Magic | 8 (base 10) |
| Willpower | 47 (base 27) |
| Cunning | 22 (base 10) |
Resources
| Life | -168/909 |
| Stamina | 246/246 |
| Equilibrium | 27 |
| Healing Factor | 1.4324420161895 |
| Regeneration | 21.512826181768 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.609950326513% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 46 |
| Crit Chance | 14% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +3% |
| Blight | +5% |
| All | 0% |
| Fire | +6% |
| Nature | +10% |
Offense: Damage Penetration
| Darkness | +5% |
| Acid | +20% |
| Physical | +10% |
| Cold | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 21 (38.594633868923%) |
| Defense | 43 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 25 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 49%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 34%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 9%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 36%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 20% |
| Confusion Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. Its effects scale with your Dexterity 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 magical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 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 |
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 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed minotaur nose. * You've found the needed snow giant kidney. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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. | active |
Equipment
| On feet | Neressra the pair of rough leather boots (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +20% acid defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue -5% Crit Resistance 5.00% Physical save +6 (+3 eff.) Unlife -60.00 life Life Regen +4.00 Cut Resist +20% other ------- Encumbrance +20 A pair of boots made of leather. |
| Light source | Kheladas2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Dex offense ------ Physical Power +5 (+2 eff.) Ignore resists +10% physical defense ------ Armor +4 Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Bethera the Eclipseobsidian (5 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Ignore resists +5% darkness defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +5% Resistance +6% acid +6% darkness Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Life +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (2 def, 3 armour) =spelh=1.5 Encumbrance T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +6 (+3 eff.) Damage +10% nature Ignore resists +10% nature defense ------ Armor +3 Defense +2 (+1 eff.) Spell save +6 (+3 eff.) Life +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +7 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 | marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) Rings make your fingers look great! |
| Around neck | steel amulet 'Smolderstreaker'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Cun +4 Con offense ------ Move Speed +10% Damage +3% temporal +6% fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Fatigue -5% Resistance +12% mind +6% physical Life Regen +1.00 Confus Resist +21% other ------- Stamina/turn +1.00 Amulets make your neck look great! |
| In main hand | Crooked Club (129% power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Black Mesh (8 def, 2 armour, 150% power, 120 block)7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 150% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+3 eff.) Ranged Defense +8 (+2 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | linen cloak of implacability (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: defense ------ Defense +1 (+0 eff.) Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Velissra the Iceedge (9 def, 8 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +5 Dex offense ------ Ignore resists +10% cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Armor +8 Defense +9 (+3 eff.) Fatigue +7% Resistance +15% acid +9% cold Life +32.00 Life Regen +2.00 Healmod +11% A suit of armour made of leather. |
Inventory
Blood of Undeath =und=0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
regeneration infusion of the titan (heal 173; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 173 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 18%; mental; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet 'Arelle'0.1 Encumbrance T1 amulet jewelry [Rare] Disrupt While equipped: Stats +2 Str defense ------ Defense +5 (+2 eff.) Resistance +19% blight +9% cold +10% nature +5% arcane Poison Resist +21% Disease Resist +20% Amulets make your neck look great! |
Armoromihek the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil +5 Cun +7 Lck offense ------ Critical power +10.00% Mindpower +10 (+5 eff.) Accuracy +6 (+2 eff.) defense ------ Defense +7 (+2 eff.) Mind save +15 (+7 eff.) Resist unseen 13% Confus Resist +10% other ------- Max psi +20.00 Amulets make your neck look great! |
Boltslice0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex offense ------ Ignore resists +5% physical defense ------ Resistance +12% lightning +6% cold +2% physical Silence Resist +22% other ------- Mana/turn +0.11 Max stamina +10.00 Rings make your fingers look great! |
copper ring 'Airmaim'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+3 eff.) Damage +3% lightning Ignore resists +15% lightning +15% acid When Hit 2 lightning On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Resistance +12% lightning Rings make your fingers look great! |
Earalathafang the ash magestaff (111% power, 3 apr, cold element)5.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Random Unique] Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Physical Crit +6.0% Spell Crit +5% Mind Crit +1% Physical Power +6 (+2 eff.) Spellpower +16 (+7 eff.) Damage +15% cold Accuracy +7 (+2 eff.) defense ------ Defense +6 (+2 eff.) Resistance +6% nature Life Regen +0.90 Healmod +14% other ------- EQ when Hit +0.08 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 40.52 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe (107% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 107% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
Stormfront (136% power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 137% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
elemental dwarven-steel battleaxe of daylight (141% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Arcane Weapon Damage 142% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +10 light Damage Against +20% Undead On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: offense ------ Damage +14% fire Ignore resists +12% fire Massive two-handed battleaxes. |
balanced iron greatmaul of erosion (117% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Nature/Master Weapon Damage 117% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +28% Massive two-handed mauls. |
River's Fury (125% power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+5 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+3 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 2.05 cold damage and 2.05 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Hellstriker (110% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 nature Damage Against +5% Unnatural On-crit, radius 2 +12 acid On Critical: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Wil offense ------ Physical Crit +7.0% Physical Power +6 (+2 eff.) defense ------ Resistance +6% acid +3% fire Sharp, long, and deadly. |
hateful dwarven-steel longsword of enduring (123% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Nature/Psionic Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +6 darkness Damage Against +5% Living While equipped: Stats +8 Con +8 Wil defense ------ Life +51.00 Sharp, long, and deadly. |
Skullcleaver (120% power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 198.89 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
stralite shield of acid resistance (+15%) (0 def, 8 armour, 153% power, 141 block)7.0 Encumbrance T4 shield armor [Ego] Master When used to Attack: Weapon Damage 154% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +141 While equipped: defense ------ Armor +8 Fatigue +8% Resistance +15% acid other ------- Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Toxinstalker the rough leather armour (3 def, 2 armour) =bles=9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Ignore resists +15% nature +10% acid defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +25% lightning +3% temporal +3% darkness +3% nature A suit of armour made of leather. |
duelist's rough leather armour of Eyal (5 def, 5 armour)9.0 Encumbrance T1 light armor [Ego++] Nature/Master While equipped: Stats +3 Cun +4 Dex defense ------ Armor +5 Defense +5 (+2 eff.) Fatigue +6% Life +20.00 Life Regen +2.00 Healmod +11% A suit of armour made of leather. |
Aeruth1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Wil defense ------ Defense +5 (+2 eff.) Resistance +9% acid +6% light +5% arcane Life Regen +0.80 Healmod +11% Stun Resist +10% A belt that goes around your waist. |
rough leather belt of unlife =unlif=1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Quenchbreaker' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Damage +12% cold defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +11% cold +5% arcane +3% fire other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethulaith (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Ignore resists +10% mind defense ------ Armor +3 Fatigue -5% Physical save +6 (+3 eff.) Unlife -60.00 life other ------- Encumbrance +23 A pair of boots made of leather. |
Quenchwend the pair of rough leather boots (0 def, 1 armour) =lr=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Damage +3% cold defense ------ Armor +1 Resistance +5% arcane Stealth +6 Life Regen +4.00 Disease Resist +10% Pinning Resist +10% A pair of boots made of leather. |
Getiharadosus (3 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str offense ------ Critical power +5.00% Physical Power +30 (+10 eff.) Damage +9% physical Accuracy +5 (+1 eff.) defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +2% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 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. |
pair of iron boots 'Zubewen' (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +4 Fatigue +2% Resistance +3% temporal +2% physical +3% darkness +6% fire Unlife -60.00 life Life +20.00 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. |
Lightdream (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ Accuracy +5 (+1 eff.) When Hit 8 light defense ------ Armor +1 Resistance +7% darkness +3% blight Life Regen +4.00 Silence Resist +10% Confus Resist +10% other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather cap 'Murkrupture' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex +4 Con offense ------ Damage +9% cold Ignore resists +10% darkness defense ------ Armor +3 Fatigue +3% Resistance +15% darkness A cap made of leather. |
4 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. |
6 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. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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. |
8 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. |
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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
scorching brass lantern of health2.0 Encumbrance T1 lite [Ego] Arcane/Nature While equipped: offense ------ When Hit 12 fire defense ------ Resistance +5% fire Life +42.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (1/1)2.0 Encumbrance 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. |
dwarven-steel torque of gale force 'Skycast' [power 230] (15 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% arcane When Hit 6 lightning defense ------ Resistance +6% lightning Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 230 physical damage Puts all charms on 15 turn cooldown 100% to reduce fatigue by 28% for 2 turns. 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm wand of shielding [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By draxo the Dwarf Wyrmic level 16
30th Profit 122nd year of Ascendancy at 07:30 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By draxo the Dwarf Wyrmic level 13
20th Profit 122nd year of Ascendancy at 21:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By draxo the Dwarf Wyrmic level 10
6th Profit 122nd year of Ascendancy at 07:50 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By draxo the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 20:44 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By draxo the Dwarf Wyrmic level 10
7th Profit 122nd year of Ascendancy at 01:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By draxo the Dwarf Wyrmic level 13
13rd Profit 122nd year of Ascendancy at 04:23 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By draxo the Dwarf Wyrmic level 19
8th Loss 122nd year of Ascendancy at 23:34 see stats
Log
Draxo spits acid!
Isulaith the bandit shares damage with his oozes!
draxo hits Isulaith the bandit for 24 acid damage.
Isulaith the bandit releases poisonous spores at draxo.
Draxo is poisoned!
Talent Dissolve is ready to use.
Poison from Isulaith the bandit hits draxo for 151 nature damage.
Insidious Poison from Isulaith the bandit hits draxo for 15 nature damage.
Draxo uses Dissolve.
Isulaith the bandit shares damage with his oozes!
Melee retaliation hits draxo for 15 acid, 15 acid, 15 acid, 15 acid (59 total damage).
draxo hits Isulaith the bandit for 9 acid, 11 acid, 8 acid (28 total damage).
draxo killed Isulaith the bandit!
Draxo rearms.
Poison from Isulaith the bandit hits draxo for 146 nature damage.
Insidious Poison from Isulaith the bandit hits draxo for 13 nature damage.
Draxo uses Block.
Black tendrils from draxo grab Isulaith the bandit!
draxo's tendrils pull Isulaith the bandit in!
Draxo is no longer attuned.
Insidious Poison from Isulaith the bandit hits draxo for (13 blocked), 0 nature (0 total damage).
Poison from Isulaith the bandit hits draxo for (120 blocked), 30 nature (30 total damage).
Draxo attunes to the damage.
Draxo feels pain again.
Poison from Isulaith the bandit hits draxo for 150 nature damage.
draxo the level 19 dwarf wyrmic was splurged to death by Isulaith the bandit on level 1 of Unknown tunnels.





































































































