










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Umbral Incantor Evolution for Shadowblade 1.7.6Adds a new evolution for Shadowblades, the Umbral Incantor. As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff: - Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical 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! Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) 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: Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
Frequently Asked Questions: Doombringer Destroyer Reskin 1.7.6This allows Doombringers to select a different Destroyer form than just the Champion of Uhr'rok. Nothing against the Champ, but maybe some characters wanna look a little different when they hulk out. Now, the Destroyer can use any of the various demonic appearances, or even a number of non-demonic forms: a faeros of one size or another, a phoenix, and quite a bit more. Even dragons! (Wyrmics, you had your chance.) The text of Destroyer has been very slightly tweaked to reflect the more general and/or personal effect. I mostly aimed to include fire-elemental stuff, given the class, but there are some selections that don't really slot into either "demon" or "fire" — i.e., if you wanna morph into a big sandworm, that's also cool. There are two ways to configure this addon, both only visible to Doombringers:
I suspect the chosen setting will likely also impact the temporary Destroyer mode granted randomly by demon statues, too, though that's one thing I haven't tested. This addon has no mechanical component; it's purely cosmetic. It is also very easy to fork and extend, if desired; just add a new entry — a name and a filename — to the Width-variant tiles are not currently supported. --- CHANGELOG:
ZOmnibus Addon Pack 1.7.4Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Shadowblade |
| Level / Exp | 20 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Xerumira the sandworm at level 20 on the 35th Haze 122nd year of Ascendancy at 00:41 / 1 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 46 (base 35) |
| Constitution | 20 (base 10) |
| Magic | 44 (base 36) |
| Willpower | 14 (base 10) |
| Cunning | 43 (base 28) |
Resources
| Life | -252/498 |
| Mana | 191/334 |
| Stamina | 109/187 |
| Healing Factor | 1.4170588855781 |
| Regeneration | 2.9049707154351 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 31.388749514228 |
| See Invisible | 31.388749514228 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 45 |
| Crit Chance | 34% |
| APR | 24 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 45 |
| Crit Chance | 26% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Physical | +7% |
| Cold | +6% |
| All | +0% |
| Lightning | +11% |
| Temporal | +5% |
| Darkness | +14% |
| Mind | +18% |
| Fire | +3% |
| Nature | +26% |
Offense: Damage Penetration
| Nature | +20% |
| Darkness | +10% |
| Fire | +15% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 13 (35.65183292883%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 31 |
| Mental Save | 22 |
Defense: Resistances
| Blight | 27%( 70%) |
| Cold | 20%( 70%) |
| All | 12%( 70%) |
| Lightning | 39%( 70%) |
| Temporal | 15%( 70%) |
| Darkness | 39%( 70%) |
| Mind | 15%( 70%) |
| Fire | 31%( 70%) |
| Nature | 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Bleed Resistance | 100% |
| Teleport Resistance | 40% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 0% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 350 damage for 6 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won&FFFFFF6FFF83FFFFFF6FFF83 |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Stealth | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Elyseldalle the brown bear. Escort: lost warrior (level 3 of Norgos Lair) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITESLATE039;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.&WHITELIGHT_GREEN039;ve found the needed minotaur nose. The Brotherhood of Alchemists | 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 within8 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Harakhad the pair of hardened leather boots (30 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +3 Defense +30 (+7 eff.) Mind save +6 (+3 eff.) Healmod +5% Teleport Resist +20% other ------- Stamina/turn +0.60 Max stamina +10.00 A pair of boots made of leather. |
| Light source | Zaran1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Spell Crit +4% Damage +3% blight defense ------ Defense +5 (+1 eff.) Resistance +9% lightning +6% nature Physical save +10 (+5 eff.) Healmod +16% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Aredolar the linen wizard hat (1 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +6% cold +5% fire +3% temporal Disease Resist +10% Pinning Resist +10% Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves &039; (0 def, 8 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str offense ------ Physical Power +11 (+3 eff.) On-Hit 5 darkness 7 physical Damage +4% darkness +4% physical +6% mind +3% fire Ignore resists +15% fire defense ------ Armor +8 Resistance +7% darkness +6% fire Unarmed combat: Weapon Damage 22.0 - 24.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +5 physical On-crit, radius 2 +8 physical On Hit: 20% Moonlight Ray level 3 On Hit: 10% Sand Breath level 3 On Hit: * 7% chance to reduce damage dealt by 14% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Layaseth [power 116] (13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Spell Crit +1% Critical power +5.00% Spellpower/crit +4 On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) other ------- Max mana +100.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue&0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+1 eff.) Rings make your fingers look great! |
| On fingers | Ce&ORANGE0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +7 Con offense ------ Physical Power +7 (+2 eff.) Damage +11% lightning +12% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 defense ------ Resistance +22% lightning +3% mind Spell save +12 (+6 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
| Around neck | Gebremina the Duathelwilder0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Mag offense ------ When Hit 4 mind defense ------ Resistance +3% darkness other ------- Infravision +1 Amulets make your neck look great! |
| In main hand | Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
| Around waist | rough leather belt &039;1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Con offense ------ Damage +6% cold +3% physical Accuracy +10 (+3 eff.) When Hit 4 cold defense ------ Defense +9 (+2 eff.) Stealth +6 A belt that goes around your waist. |
| In off hand | Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | Blackrain the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +2 Con offense ------ Damage +10% darkness +6% nature Ignore resists +10% darkness defense ------ Resistance +7% blight +3% cold +21% darkness +9% all Life +44.00 Life Regen +1.80 Healmod +12% Poison Resist +20% Disease Resist +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion (speed 477%; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 477% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Borodoneg0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Con offense ------ Critical power +20.00% defense ------ Resistance +6% physical +6% fire +15% cold other ------- Stamina/turn +0.50 Hate-on-crit +2.00 Amulets make your neck look great! |
savior&0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+4 eff.) Spell save +7 (+3 eff.) Mind save +7 (+4 eff.) Life +21.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
titan&0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +4 (+2 eff.) Rings make your fingers look great! |
Hazewrither0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Accuracy +10 (+3 eff.) Ignore Armor +11 defense ------ Defense +10 (+2 eff.) Resistance +6% acid +12% light +9% fire +12% cold +3% darkness Spell save +9 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
marksman&0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +12% acid Accuracy +6 (+2 eff.) defense ------ Resistance +24% acid Rings make your fingers look great! |
Kor&5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+4 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 119.31 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (239). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
ash starstaff &039; (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Critical power +11.00% Spellpower +6 (+3 eff.) Damage +3% acid +15% light Ignore resists +10% acid other ------- Mana/turn +0.14 Psi when Hit +0.04 Max mana +33.00 Max psi +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff &039; (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +16% Critical power +24.00% Spellpower +6 (+3 eff.) Damage +15% temporal defense ------ Defense +7 (+2 eff.) Resistance +9% lightning +3% fire +3% light +6% darkness other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 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 6 that illuminates the area and deals 61.87 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. |
potent ash starstaff of fate (19-23 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +9 (+4 eff.) Damage +19% physical defense ------ Physical save +5 (+3 eff.) Spell save +7 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Tirakai&5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
hateful dwarven-steel longsword of shearing (24-33 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master/Psionic Weapon Damage 23.5 - 32.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +10 darkness Damage Against +9% Living While equipped: offense ------ Ignore resists +6% all Accuracy +6 (+2 eff.) Ignore Armor +5 Sharp, long, and deadly. |
Emysenn (16-22 power, 3 apr) =con=3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con +6 Wil offense ------ Physical Crit +6.0% Damage +3% acid When Hit 4 acid defense ------ Resistance +6% darkness Life +12.00 One-handed war axes. |
barbed quiver of yew arrows of amnesia (18/18, 45-63 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego++] Master/Psionic Weapon Damage 45.0 - 63.0 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +13.0% Capacity 18 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Critical: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
marauder&9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +5 Str +5 Dex defense ------ Armor +6 Defense +13 (+3 eff.) Fatigue +8% Resistance +18% cold Physical save +10 (+5 eff.) A suit of armour made of leather. |
Morbusmonster the rough leather belt =con=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +5 Con offense ------ Physical Crit +5.0% Critical power +5.00% Physical Power +3 (+1 eff.) Ignore resists +5% nature Accuracy +10 (+3 eff.) defense ------ Armor +4 A belt that goes around your waist. |
Adora =con=1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +3 Str +6 Con offense ------ Physical Crit +2.0% Physical Power +10 (+3 eff.) Damage +15% physical Ignore resists +10% physical defense ------ Resistance +8% fire +8% cold A belt that goes around your waist. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Noonbender (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Damage +3% light +15% blight Ignore resists +15% blight defense ------ Armor +1 Resistance +6% light other ------- Light +1 A pair of boots made of leather. |
insulating pair of hardened leather boots of speed (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Resistance +7% fire +8% cold A pair of boots made of leather. |
traveler&3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +4 Fatigue -3% Physical save +7 (+4 eff.) other ------- Encumbrance +26 Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.9 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 185% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Tempestmoon the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Str offense ------ Ignore Shields +30% Ignore Armor +1 defense ------ Defense +1 (+0 eff.) Resistance +9% lightning Physical save +3 (+2 eff.) Mind save +5 (+3 eff.) other ------- Mana/turn +0.04 A pointy cloth hat, very wizardly... |
Layegatta (0 def, 1 armour) =water=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Wil defense ------ Armor +1 Fatigue +1% Resistance +1% physical +3% light +3% blight +5% cold +3% darkness Life Regen +2.00 other ------- Breathe water A cap made of leather. |
rough leather cap &039; (0 def, 1 armour) =con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +9 Con offense ------ Physical Crit +1.0% defense ------ Armor +1 Fatigue +1% other ------- Stamina/turn +3.00 Max stamina +10.00 A cap made of leather. |
hardened leather cap &039; (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Mag +3 Wil offense ------ Ignore resists +10% lightning When Hit 10 physical defense ------ Armor +3 Fatigue +3% Crit Resistance 10.00% Mind save +8 (+4 eff.) other ------- Light +2 See Invisibility +9 A cap made of leather. |
10 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. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
6 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
312 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Bethusena =con=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Con +4 Wil offense ------ Damage +6% mind Ignore Shields +10% defense ------ Crit Resistance 5.00% Spell save +3 (+1 eff.) other ------- Mana/turn +0.12 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. |
brass lantern &039;2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Cun defense ------ Resistance +3% lightning +3% temporal Crit Resistance 15.00% Life +44.00 Cut Resist +20% Teleport Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
iron pickaxe &039; (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Con offense ------ Damage +5% nature +3% lightning defense ------ Resistance +12% lightning +11% nature +3% light Crit Resistance 5.00% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 Encumbrance sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLAST999900LASTANTIQUE_WHITE |
Rod of Recall (2/2)2.0 Encumbrance 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. |
elm totem of thorny skin [power 16] (17 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
innervating elm totem of healing [power 110] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Emuldawen [power 116] (17 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +5 Con offense ------ Damage +3% mind defense ------ Crit Resistance 5.00% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Huushi the Skeleton Shadowblade level 18
4th Haze 122nd year of Ascendancy at 17:35 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Huushi the Skeleton Shadowblade level 10
39th Dusk 122nd year of Ascendancy at 06:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Huushi the Skeleton Shadowblade level 20
29th Haze 122nd year of Ascendancy at 10:40 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Huushi the Skeleton Shadowblade level 8
34th Dusk 122nd year of Ascendancy at 14:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Huushi the Skeleton Shadowblade level 15
56th Dusk 122nd year of Ascendancy at 15:40 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Huushi the Skeleton Shadowblade level 13
52nd Dusk 122nd year of Ascendancy at 08:29 see stats
Log
Shadow is protected by a layer of thick leaves.
War hound misses Huushi.
Glorotta the sandworm shoves War hound aside.
Glorotta the sandworm misses Huushi.
War hound misses Huushi.
Huushi is no longer focused on penetrating defenses.
Huushi speeds up.
Xerida the sandworm misses Huushi.
Huushi performs a melee critical strike against Silyseta the red jelly!
Silyseta the red jelly is afflicted by a weakness disease!
Shadow misses Huushi.
Shadow casts Blindside.
Shadow misses Huushi.
Huushi steals life from Silyseta the red jelly!
Huushi hits Silyseta the red jelly for 17 temporal, 0 physical, 5 temporal, 5 physical, 6 darkness, 35 darkness, 18 physical, 21 blight, 0 fire, 6 physical, 7 darkness, 42 darkness (164 total damage).
Melee retaliation hits Huushi for 17 fire, 17 fire (33 total damage).
Xerida the sandworm speeds up.
Glorotta the sandworm speeds up.
Silyseta the red jelly rearms.
Sandworm burrower speeds up.
Decrepitude Disease from Huushi hits Silyseta the red jelly for 0 blight damage.
Weakness Disease from Huushi hits Silyseta the red jelly for 0 blight damage.
War hound speeds up.
Ritch flamespitter speeds up.
Xerumira the sandworm uses Reproach.
Xerumira the sandworm&
Huushi reacts to damage from Xerumira the sandworm, mitigating the blow!.
Xerumira the sandworm hits Huushi for (49 reacted , -3 stam), 271 mind (271 total damage).
Huushi the level 20 skeleton shadowblade was mentally tortured to death by Xerumira the sandworm on level 3 of Sandworm lair.








































































































