














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 18 / 68% |
| Size | big |
| Lifes / Deaths | Killed by Emurenor the green worm mass at level 18 on the 73rd Haze 122nd year of Ascendancy at 10:05 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 36 (base 29) |
| Dexterity | 58 (base 32) |
| Constitution | 26 (base 15) |
| Magic | 8 (base 10) |
| Willpower | 29 (base 19) |
| Cunning | 33 (base 18) |
Resources
| Life | -49/680 |
| Stamina | 227/228 |
| Equilibrium | 5 |
| Healing Factor | 1.4616586254955 |
| Regeneration | 12.351015385437 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 31.355337427401 |
| See Invisible | 31.355337427401 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 51 |
| Crit Chance | 20% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 51 |
| Crit Chance | 26% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Physical | +11% |
| Nature | +8% |
| Arcane | +12% |
| Cold | +15% |
| All | +0% |
Offense: Damage Penetration
| Darkness | +5% |
| Fire | +20% |
| Light | +5% |
Defense: Base
| Armour (hardiness) | 8 (38.594633868923%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 27 |
| Mental Save | 26 |
Defense: Resistances
| Acid | 19%( 70%) |
| Blight | 27%( 70%) |
| Arcane | 19%( 70%) |
| Cold | 67%( 70%) |
| All | 11%( 70%) |
| Lightning | 21%( 70%) |
| Light | 48%( 70%) |
| Physical | 20%( 70%) |
| Fire | 23%( 70%) |
| Nature | 25%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Confusion Resistance | 31% |
| Instadeath Resistance | 100% |
| Stun Resistance | 51% |
| Poison Resistance | 22% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| 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 370 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 113 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 537% 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 Strength stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Escort: repented thief (level 1 of Ruins of Kor'Pul) | 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 |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed red crystal shard. The Brotherhood of Alchemists* &039;t do. I need one freshly carved off.&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITELIGHT_GREEN039;ve found the needed bear paw. * &039;re just very small and well back from where you&039; * &039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * &039; * &039; * You& | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(82 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Eilinudana the Glowedge (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Res.pen +5% light ----- def ----- Armour +1 Fatigue +1% Phys.save +9 (+4 eff.) Die.at -20.00 life ---------- misc Stam/turn +1.00 Stam/ret +0.90 Equi/ret +0.90 Max.stam +20.00 A cap made of leather. |
| On hands | Brightterror (0 def, 3 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +1% Resists +3% light Phys.save +5 (+2 eff.) Spell.save +9 (+4 eff.) Mind.save +5 (+3 eff.) Max.HP +60.00 Blind- +10% Disarm- +21% Unarmed combat: Power 103% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox&2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 6 turns) A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Xerulle0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +6 (+2 eff.) Resists +3% blight +12% lightning +5% arcane +9% acid Spell.save +12 (+6 eff.) Rings make your fingers look great! |
| On fingers | psionicist&0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | Gloomjeer the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% Dmg.mod +3% arcane Melee Ret 2 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Fatigue -9% Resists +14% fire +10% cold HP.reg +3.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | Healobeisance (130% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 130% 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 On Hit.r1 +4 acid On Hit: * 10% chance to slow global speed by 44% While equipped: ----- def ----- Resists +6% nature One-handed war axes. |
| Around waist | Eremelar the Blindterror1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +6.0% Mind.crit +5% Res.pen +5% darkness ----- def ----- Defense +15 (+5 eff.) Resists +3% blight A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Daimarefang the Starrot (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil +2 Con dps ---------- Acc +17 (+6 eff.) Melee Ret 2 light On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Resists +9% light Max.HP +46.00 ---------- misc Max.stam +10.00 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Belomina the Cindernight (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +8% nature +9% arcane Res.pen +20% fire Melee Ret 4 fire ----- def ----- Resists +13% blight +5% arcane +11% all Max.HP +112.00 HP.reg +5.20 Heal.mod +23% Poison- +22% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
restful copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
warrior&0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Torchfame0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Mag +3 Wil +3 Cun dps ---------- Dmg.mod +11% nature +3% fire ----- def ----- Resists +22% nature Rings make your fingers look great! |
treant&0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +5% nature +6% blight Poison- +11% Disease- +11% Rings make your fingers look great! |
Shockidol the iron greatsword (123% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Disrupt Power 123% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 16 arcane resource burn While equipped: Stats +5 Con dps ---------- Dmg.mod +6% lightning Apr +4 ----- def ----- Die.at -20.00 life Massive two-handed swords. |
Viperstoker the iron longsword (115% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +8 lightning On Hit: * 20% chance to reduce damage dealt by 15% While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +3% lightning Sharp, long, and deadly. |
balanced iron longsword of erosion (105% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Nature/Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +23% Sharp, long, and deadly. |
hateful iron waraxe (105% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Psionic Power 105% 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% Melee+ +5 darkness Against +6% Living One-handed war axes. |
iron waraxe &039; (114% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 114% 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% While equipped: Stats +3 Str dps ---------- Res.pen +5% physical Acc +5 (+2 eff.) Apr +3 One-handed war axes. |
steel waraxe &039; (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Nature Power 104% 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 cold On Hit: * 20% chance to slow global speed by 44% * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +1 Mag +5 Wil +6 Con ----- def ----- Spell.save +3 (+1 eff.) Max.HP +10.00 Def/telep +5 Res/telep +5% Dur/telep +5% One-handed war axes. |
Elenymnir (98% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 98% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 13% While equipped: Stats +6 Wil +3 Cun +7 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Resists +3% blight Max.HP +18.00 Sharp, short and deadly. |
iron dagger (101% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Baludunaldil (102% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 102% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 cold On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Spell.pwr +10 (+10 eff.) S.pwr/crit +6 Acc +7 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
steel dagger (103% power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 103% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
quiver of yew arrows (21/21, 135% power, 10 apr)3.0 T3 arrow ammo [Normal] Power 135% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
Prismpierce (3 def, 2 armour)2.0 T1 cloth armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +6% cold +3% fire +6% light +7% all Phys.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +17% lightning A suit of armour made of leather. |
Maledokath1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str +3 Mag +4 Con ----- def ----- Defense +12 (+4 eff.) Stealth +7 ---------- misc Light +2 A belt that goes around your waist. |
Arthuregoyon the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex dps ---------- Dmg.mod +3% mind Res.pen +10% mind ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Manigen (17 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Defense +17 (+6 eff.) Phys.save +6 (+3 eff.) HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner&2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Stam/turn +0.40 Max.stam +12.00 Infravis +1 A pair of boots made of leather. |
pair of rough leather boots &039; (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +3 Dex +1 Cun +1 Con dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +10% mind ----- def ----- Armour +1 Phys.save +10 (+5 eff.) Mind.save +14 (+7 eff.) ---------- misc Equi/ret +0.16 A pair of boots made of leather. |
Adonor (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Apr +2 On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +5 Fatigue +2% Resists +9% lightning Phys.save +3 (+1 eff.) ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
restful iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 Unarmed combat: Power 107% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +7 (+3 eff.) Apr +6 ----- def ----- Armour +2 Fatigue +3% Resists +5% blight Spell.save +8 (+4 eff.) Unarmed combat: Power 118% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +16 Crit +8.0% Atk.spd 83% On Hit: * 10% chance to slow global speed by 44% * 10% chance to reduce armor by 13% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap &039; (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 18 ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning A cap made of leather. |
Emowe the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex +9 Wil +4 Con ----- def ----- Armour +3 Fatigue +3% Mind.save +8 (+4 eff.) ---------- misc Light +1 A cap made of leather. |
Chargesting the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Wil +2 Cun dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 18 ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Golebeth the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +5% Resists +3% blight Spell.save +3 (+1 eff.) HP.reg +2.00 Heal.mod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
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. |
7 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. |
10 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. |
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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
57 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Amyhad2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% acid Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce all saves and defense by 18 ----- def ----- Max.HP +41.00 ---------- 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. |
Voryritira the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Resists +3% physical +3% light +3% darkness Mind.save +3 (+2 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern &039;2.0 T1 lite [Rare] Master While equipped: Stats +1 Mag +2 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +18% acid ---------- misc Light +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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +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. |
bright alchemist&1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +50.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
iron pickaxe of quickening (dig speed 29 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bagadil the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +3 Wil +2 Con dps ---------- Acc +20 (+7 eff.) ----- def ----- Defense +20 (+7 eff.) Max.HP +25.00 ---------- misc Max.stam +23.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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 Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 summon tentacle [power 95] (21 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 204 Base Damage: 96 Armor: 0 All Resist: 0 Puts all charms on 21 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sageslicer II the Krog Marauder level 17
39th Haze 122nd year of Ascendancy at 17:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sageslicer II the Krog Marauder level 10
7th Dusk 122nd year of Ascendancy at 11:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sageslicer II the Krog Marauder level 11
18th Dusk 122nd year of Ascendancy at 15:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sageslicer II the Krog Marauder level 16
27th Haze 122nd year of Ascendancy at 09:30 see stats
Log
Sageslicer II is no longer pinned.
Sageslicer II has finished recovering.
Sageslicer II feels pain again.
Talent Disengage is ready to use.
Talent Dual Strike is ready to use.
Agony from Emurenor the green worm mass hits Sageslicer II for 18 mind damage.
Explosive Saw from Emurenor the green worm mass hits Sageslicer II for 12 physical damage.
Minotaur of the Labyrinth is not stunned anymore.
Melee retaliation hits Xovena the minotaur for 2 light, 3 fire, 2 arcane, 2 light, 3 fire, 2 arcane (16 total damage).
Xovena the minotaur hits Sageslicer II for 76 physical, 5 nature, 6 mind, 36 physical (125 total damage).
The saw embedded in Sageslicer II flies back its source.
The saw drags Sageslicer II towards Emurenor the green worm mass!
Sageslicer II&LASTfbd578LASTORANGELASTLASTUID:174191:0fbd578LASTLIGHT_REDLASTLASTUID:173987:0fbd578LASTLASTLASTYELLOWLASTLIGHT_REDLASTPURPLELAST8 total damage).
Xovena the minotaur hits Sageslicer II for 35 physical damage.
Sageslicer II is crippled.
Melee retaliation hits Xovena the minotaur for 2 light, 3 fire, 2 arcane, 2 light, 3 fire, 2 arcane (16 total damage).
Xovena the minotaur hits Sageslicer II for 79 physical, 5 nature, 3 mind, 35 physical (125 total damage).
Sageslicer II rearms.
Talent Antimagic Shield is ready to use.
Talent Flurry is ready to use.
Talent Dual Strike is ready to use.
Agony from Emurenor the green worm mass hits Sageslicer II for 44 mind damage.
Sageslicer II the level 18 krog marauder was mindraped to death by Emurenor the green worm mass on level 2 of The Maze.


































































































