Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. 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: Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Inventory Keys 1.1.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Shadowblade |
| Level / Exp | 11 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 10 on the 6th Flare 122nd year of Ascendancy at 19:04 3 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 40 (base 27) |
| Constitution | 10 (base 10) |
| Magic | 24 (base 21) |
| Willpower | 19 (base 10) |
| Cunning | 31 (base 24) |
Resources
| Life | 280/280 |
| Mana | 204/205 |
| Stamina | 62/62 |
| Healing Factor | 1.3 |
| Regeneration | 2.47 |
Speed
| Mental | -3.8667973275536% |
| Attack | 0% |
| Movement | 0% |
| Spell | +6.1332026724464% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 46 |
| Crit Chance | 31% |
| APR | 5 |
| Speed | 1.04 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 46 |
| Crit Chance | 31% |
| APR | 5 |
| Speed | 1.04 |
Offense: Spell
| Spellpower | 25.38764347269 |
| Crit Chance | 11% |
| Speed | 0.94221221523509 |
Offense: Mind
| Mindpower | 23.85 |
| Crit Chance | 11% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 30.15 |
| Ranged Defense | 31.65 |
| Fatigue | 4 |
| Physical Save | 18.85 |
| Spell Save | 21.575 |
| Mental Save | 22.3 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 17% |
| Poison Resistance | 50% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 118 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (94% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Precise Strikes |
| talent | Shadow Feed |
| talent | Shadow Combat |
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 lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 |
Equipment
| On feet | [vs. stealthy pair of rough leather boots of uncanny dodging (3 def, 1 armour) (On feet)] stealthy pair of rough leather boots of uncanny dodging (3 def, 1 armour)stealthy pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +3 (+2 eff.) (-) Ranged Defense: +3 (+2 eff.) (-) Fatigue: +1% (-) Changes stats: +5(-) Lck / +4(-) Dex Stealth bonus: +5 (-) A pair of boots made of leather. |
| Light source | [vs. bright brass lantern of health (Light source)] bright brass lantern of healthbright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 (-) Light radius: +4 (-) 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 | [vs. rough leather cap of dexterity (+3) (0 def, 1 armour) (On head)] rough leather cap of dexterity (+3) (0 def, 1 armour)rough leather cap of dexterity (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(-) Dex A cap made of leather. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) These gloves are coated with a thick, green liquid. |
| Tool | [vs. tentacled elm totem of cure ailments [power 1] (10 cooldown) (Tool)] tentacled elm totem of cure ailments [power 1] (10 cooldown)tentacled elm totem of cure ailments [power 1] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Talents cooldown: Invoke Tentacle (+5(-) turn) Talents granted: +1.00(-) Invoke Tentacle It can be used to remove up to 1 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(-) Str / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +8%(-) nature / +8%(-) physical Physical save: +8 (+8 eff.) (-) Life regen: +0.15 (-) Healing mod.: +20% (-) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
| On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] Toralathadin the steel ringToralathadin the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes resistances penetration: +10% temporal Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-8 eff.)) Stun/Freeze immunity: +22% Life regen: +0.80 (+0.65) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. serendipitous steel amulet of dexterity (+7) (Around neck)] serendipitous steel amulet of dexterity (+7)serendipitous steel amulet of dexterity (+7) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) (-) Defense: +7 (+4 eff.) (-) Changes stats: +7(-) Lck / +3(-) Dex Reduce all damage from unseen attackers: 11% (-) Amulets can have magical properties. |
| In main hand | [vs. acidic iron dagger of paradox (100% power, 5 apr) (In main hand, 1 of 3)] acidic iron dagger of paradox (100% power, 5 apr)acidic iron dagger of paradox (100% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-) Physical crit. chance: +4.0% (-) Attack speed: 100% (-) On weapon crit: * splashes the target with acid Damage (Melee): +6(-) acid / +5(-) temporal When wielded/worn: Damage when hit (Melee): 5(-) temporal Changes resistances: +5%(-) temporal Sharp, short and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. rough leather belt of life (Around waist)] rough leather belt of liferough leather belt of life Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.70 (-) Healing mod.: +10% (-) A belt that goes around your waist. |
| In off hand | [vs. acidic iron dagger of paradox (100% power, 5 apr) (In main hand, 1 of 3)] balanced iron dagger (100% power, 5 apr)balanced iron dagger (100% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-) Physical crit. chance: +4.0% (-) Attack speed: 100% (-) On weapon crit: - splashes the target with acid Damage (Melee): +0(-6) acid / +0(-5) temporal When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +4 (+2 eff.) Damage when hit (Melee): 0(-5) temporal Changes resistances: +0%(-5%) temporal Disarm immunity: +17% Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. linen cloak of protection (1 def, 0 armour) (Cloak)] linen cloak of protection (1 def, 0 armour)linen cloak of protection (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Spell save: +6 (+4 eff.) (-) Mental save: +5 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Eel-skin armour (10 def, 1 armour) (Main armor)] Eel-skin armour (10 def, 1 armour)Eel-skin armour (10 def, 1 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +10 (+5 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-) Cun / +2(-) Dex Poison immunity: +30% (-) Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.10 to 102.30 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
[vs. Ring of Growth (On fingers, 1 of 2)] copper ring of blight (+11%)copper ring of blight (+11%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +11% blight / +0%(-10%) nature Changes damage: +11% blight / +0%(-8%) physical / +0%(-8%) nature Physical save: +0 (+0 eff.) (-8 (-8 eff.)) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] copper ring of light (+22%)copper ring of light (+22%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +22% light / +0%(-10%) nature Changes damage: +0%(-8%) physical / +11% light / +0%(-8%) nature Physical save: +0 (+0 eff.) (-8 (-8 eff.)) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] copper ring of lightning (+22%)copper ring of lightning (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +22% lightning / +0%(-10%) nature Changes damage: +11% lightning / +0%(-8%) physical / +0%(-8%) nature Physical save: +0 (+0 eff.) (-8 (-8 eff.)) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] mule's copper ring of fire (+20%)mule's copper ring of fire (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature / +20% fire Changes damage: +10% fire / +0%(-8%) nature / +0%(-8%) physical Maximum encumbrance: +20 Physical save: +0 (+0 eff.) (-8 (-8 eff.)) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] psionicist's copper ring of lightning (+22%)psionicist's copper ring of lightning (+22%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-4) Str / +3(-1) Wil Changes resistances: +22% lightning / +0%(-10%) nature Changes damage: +11% lightning / +0%(-8%) physical / +0%(-8%) nature Physical save: +0 (+0 eff.) (-8 (-8 eff.)) Mental save: +6 (+3 eff.) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] Sewerrot the steel ringSewerrot the steel ring Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-4) Str / +3 Mag / +0(-4) Wil Changes resistances: +22% light / +6%(-4%) nature / +11% mind Changes damage: +0%(-8%) nature / +0%(-8%) physical / +11% mind / +11% light Physical save: +0 (+0 eff.) (-8 (-8 eff.)) Spell save: +9 (+4 eff.) Blindness immunity: +5% Disease immunity: +10% Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)] rogue's steel ringThis item will automatically be transmogrified when you leave the level. rogue's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +0(-4) Str / +0(-4) Wil / +4 Cun Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-8 eff.)) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. acidic iron dagger of paradox (100% power, 5 apr) (In main hand, 1 of 2)] Skullcleaver (120% power, 4 apr)Skullcleaver (120% power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% (+21%) Range: 1.4x (+0.1x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-1) Physical crit. chance: +12.0% (+8.0%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). On weapon crit: - splashes the target with acid Lifesteal (this weapon only): +10% Damage (Melee): +0(-6) acid / +0(-5) temporal Damage conversion: 25% blight When wielded/worn: Damage when hit (Melee): 0(-5) temporal Changes resistances: +0%(-5%) temporal Changes 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. Tap to cycle through comparison choices |
[vs. acidic iron dagger of paradox (100% power, 5 apr) (In main hand, 1 of 3)] balanced iron dagger of erosion (97% power, 5 apr)balanced iron dagger of erosion (97% power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 97% (-3%) Range: 1.3x (+0.0x) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-) Physical crit. chance: +4.0% (-) Attack speed: 100% (-) On weapon crit: - splashes the target with acid Damage (Melee): +0(-6) acid / +5(-) temporal / +4 nature When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +5 (+2 eff.) Damage when hit (Melee): 0(-5) temporal Changes resistances: +0%(-5%) temporal Disarm immunity: +18% Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. acidic iron dagger of paradox (100% power, 5 apr) (In main hand, 1 of 3)] vined mindstar (83% power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. vined mindstar (83% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% (-16%) Range: 1.1x (-0.2x) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+13) Physical crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) On weapon crit: - splashes the target with acid Damage (Melee): +0(-6) acid / +0(-5) temporal When wielded/worn: Damage when hit (Melee): 0(-5) temporal Changes resistances: +0%(-5%) temporal Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Eel-skin armour (10 def, 1 armour) (Main armor)] woollen robe (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-1) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: +0% (-2%) Changes stats: +0(-3) Cun / +0(-2) Dex Poison immunity: +0% (-30%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Eel-skin armour (10 def, 1 armour) (Main armor)] spiked rough leather armour (1 def, 2 armour)This item will automatically be transmogrified when you leave the level. spiked rough leather armour (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (+1) Defense: +1 (+0 eff.) (-9 (-4 eff.)) Fatigue: +6% (+4%) Damage when hit (Melee): 12 physical Changes stats: +0(-3) Cun / +0(-2) Dex Poison immunity: +0% (-30%) A suit of armour made of leather. |
[vs. Eel-skin armour (10 def, 1 armour) (Main armor)] spiked iron plate armour (3 def, 7 armour)This item will automatically be transmogrified when you leave the level. spiked iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+6) Defense: +3 (+2 eff.) (-7 (-4 eff.)) Fatigue: +20% (+18%) Damage when hit (Melee): 11 physical Changes stats: +0(-3) Cun / +0(-2) Dex Poison immunity: +0% (-30%) A suit of armour made of metal plates. |
[vs. linen cloak of protection (1 def, 0 armour) (Cloak)] Roottrencher (1 def, 0 armour)Roottrencher (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1 Cun / +1 Dex Changes damage: +12% nature Spell save: +0 (+0 eff.) (-6 (-4 eff.)) Mental save: +0 (+0 eff.) (-5 (-3 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. stealthy pair of rough leather boots of uncanny dodging (3 def, 1 armour) (On feet)] miner's pair of iron boots of tirelessness (0 def, 7 armour)miner's pair of iron boots of tirelessness (0 def, 7 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 (+6) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +2% (+1%) Changes stats: +0(-5) Lck / +0(-4) Dex Stealth bonus: +0 (-5) Stamina each turn: +0.30 Maximum stamina: +10.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)] rough leather gloves (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)] sand rough leather gloves of dexterity (+2) (0 def, 7 armour)This item will automatically be transmogrified when you leave the level. sand rough leather gloves of dexterity (+2) (0 def, 7 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +7 Damage (Melee): 5 physical Changes stats: +2 Dex / +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature / +4% physical Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)] restful iron gauntlets (0 def, 1 armour)restful iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +10.00 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. rough leather cap of dexterity (+3) (0 def, 1 armour) (On head)] Venomrigor (2 def, 0 armour)Venomrigor (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-1) Defense: +2 (+1 eff.) Fatigue: +0% (-1%) Changes stats: +4 Cun / +0(-3) Dex Changes resistances penetration: +15% nature Changes damage: +5% darkness / +6% temporal / +5% light / +6% physical Mental save: +10 (+5 eff.) Equilibrium when hit: +0.90 Psi when hit: +0.74 Hate when hit: +0.70 Maximum psi: +20.00 A pointy cloth hat, very wizardly... |
[vs. rough leather cap of dexterity (+3) (0 def, 1 armour) (On head)] iron helm (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +5% (+4%) Changes stats: +0(-3) Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
[vs. tentacled elm totem of cure ailments [power 1] (10 cooldown) (Tool)] Loredor [power 9] (6 cooldown)Loredor [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances penetration: +10% physical Talent cooldown: Invoke Tentacle ((+0(-5) turn) Talent granted: +0(+-1) Invoke Tentacle Maximum stamina: +10.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10
Got a character to level 10.By rouge the Higher Shadowblade level 10
4th Flare 122nd year of Ascendancy at 05:03 see stats
The Arena
Unlocked Arena mode.By rouge the Higher Shadowblade level 6
78th Pyre 122nd year of Ascendancy at 15:39 see stats
The secret city
Discovered the truth about mages.By rouge the Higher Shadowblade level 9
1st Summertide 122nd year of Ascendancy at 09:25 see stats
Log
rouge killed Giant white rat!
rouge hits Brown mold for 56 physical, 6 acid, 5 temporal (67 total damage).
rouge killed Brown mold!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.45 gold pieces.
Rouge picks up (j.): vined mindstar (83% power, 18 apr, mind damage).
You pickup 0.50 gold pieces.
Ran for 2 turns (stop reason: hostile spotted to the southeast (thief)).
rouge performs a melee critical strike against Thief!
Thief is covered in acid!
rouge hits Thief for 88 physical, 6 acid, 5 temporal, , 10 darkness, 31 physical (140 total damage).
rouge killed Thief!
You pickup 0.70 gold pieces.
You pickup 0.70 gold pieces.
Degenerated skeleton warrior misses rouge.
rouge hits Degenerated skeleton warrior for 56 physical, 6 acid, 5 temporal, , 10 darkness, 25 physical (102 total damage).
rouge killed Degenerated skeleton warrior!
You pickup 0.60 gold pieces.
Rouge deactivates Precise Strikes.
Rouge deactivates Shadow Feed.
Rouge deactivates Shadow Combat.
