











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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.
Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 18 / 52% |
| Size | small |
| Lifes / Deaths | Killed by forest wight at level 18 on the 56th Haze 122nd year of Ascendancy at 22:18 / 1 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 55 (base 40) |
| Constitution | 16 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 17 (base 13) |
| Cunning | 56 (base 40) |
Resources
| Life | -65/474 |
| Stamina | 10/158 |
| Healing Factor | 1.1983870967742 |
| Regeneration | 1.1384677419355 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 39.46669190158 |
| See Invisible | 39.46669190158 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 49 |
| Crit Chance | 61% |
| APR | 16 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +9% |
| Blight | +8% |
| Cold | +15% |
| Mind | +10% |
| Fire | +9% |
Offense: Damage Penetration
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 28 (49.309173272933%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 12.709677419355 |
| Physical Save | 46 |
| Spell Save | 43 |
| Mental Save | 51 |
Defense: Resistances
| Blight | + 16%( 70%) |
| Cold | + 40%( 70%) |
| All | 0%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 3%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 26% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: 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 114 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 61 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Scoundrel | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Counter Shot |
| talent | Lacerating Strikes |
| talent | Trained Reactions |
| beneficial effect | The target's luck and cunning combine to grant it 41% higher critical chance and 41 saves. Halflings's Luck |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 21 defense. Evasion |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed minotaur nose. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Ivybremira the pouch of dwarven-steel shots (19/22, 32-38.4 power, 3 apr)3.0 T3 shot ammo [Rare] Nature Power 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 22 Proj.spd +200% On Hit: * 40 arcane resource burn * Slows global speed by 40% * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
| Light source | Duvirek the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +6 Fatigue -4% Resists +6% fire Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +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 | rough leather cap 'Betyyata' (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +1% Resists +3% temporal Phys.save +12 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Confus- +5% Stun/Frz- +10% A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Elenudunathel0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% mind Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Resists +10% mind Max.HP +45.00 HP.reg +0.70 Heal.mod +15% ---------- misc Max.hate +4.00 Max.psi +20.00 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 127% 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 can have magical properties. |
| On fingers | marksman's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +21% Rings can have magical properties. |
| Around waist | Betulaith the Prismmaim1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +9% fire Melee Ret 4 light 8 fire ----- def ----- Resists +3% light +6% fire Max.HP +30.00 A belt that goes around your waist. |
| In main hand | Haragasus the Pitchwitch4.0 T3 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.1% dam / acc Atk.spd 125% Range +8 On Hit: * 20% chance to inflict 15% damage reduction While equipped: Stats +5 Cun +3 Con dps ---------- Res.pen +15% physical ---------- misc Telepathy Dragon Slings are used to hurl stones or metal shots at your foes. |
| On hands | blighted rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 blight Dmg.mod +4% blight Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +5% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 25-35 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 25.0 - 35.0 Physical Uses 150% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+2 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 | cleansing rough leather armour (1 def, 2 armour)9.0 T1 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +11% nature +11% blight A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 172)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 172 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 118 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 118 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 118 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 118 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion (resist 15%; cure mental, physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the titan (437% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 437% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 364 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 364 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
marksman's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% cold Acc +4 (+1 eff.) ----- def ----- Resists +20% cold Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings can have magical properties. |
Aremira0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +14 Resists +12% temporal Spell.save +6 (+2 eff.) Blind- +20% Teleport- +15% Rings can have magical properties. |
acidic steel greatmaul (30-45 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 acid On Crit: * splashes the target with acid Massive two-handed mauls. |
River's Fury (23-32.2 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 70 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.59 cold damage and 3.12 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Godhevea the Darkzeal (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to inflict 15% damage reduction * 20% chance to torment the target While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +6% darkness +10% light +6% mind On Hit (Melee): * 30% chance to blind One-handed war axes. |
arcing steel waraxe of daylight (11-15.4 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 lightning +7 light Against +8% Undead On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
steel waraxe (11.5-16.1 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe (11.5-16.1 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
steel dagger of persecution (14-18.2 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt Power 14.0 - 18.2 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Against +6% Unnatural While equipped: Stats +2 Wil Sharp, short and deadly. |
nature's vined mindstar of the jelly (4-4.4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.0 - 4.4 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature +4% acid ----- def ----- Resists +4% blight Disease- +12% ---------- misc Equi/ret +1.10 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. |
vined mindstar 'Khelondur' (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +16 mind While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) Dmg.mod +7% darkness Res.pen +5% darkness ----- def ----- Resists +6% darkness Blind- +13% ---------- misc Max.psi +30.00 Masteries +0.20 Cursed/Darkness 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. |
Chargeriver (20/20, 19-26.6 power, 7 apr)3.0 T2 arrow ammo [Rare] Arcane Power 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 20 Rld cld 3 Ranged+ +4 acid +4 lightning On Hit.r1 +8 acid On Crit.r2 +8 lightning On Hit: * 20% chance to corrode armour by 30% * 40% chance to daze at end of turn Arrows are used with bows to pierce your foes to death. |
corrosive steel shield of radiance (6 def, 2 armour, 16-19.2 power, 40.5 block)7.0 T2 shield armor [Ego++] Arcane When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 Melee+ +12 acid +11 light While equipped: Stats +5 Con +2 Mag dps ---------- On Melee Ret: * 13% chance to blind * 13% chance to corrode armour by 30% ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +12% acid +11% light ---------- misc Talents +2 Block Handheld deflection devices. |
shocking steel shield of physical resistance (+13%) (6 def, 2 armour, 12.5-15 power, 40.5 block)7.0 T2 shield armor [Ego] Nature/Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 On Hit: * 16% chance to daze at end of turn While equipped: dps ---------- Melee+ 6 lightning Melee Ret 10 lightning ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +13% physical ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield of physical resistance (+11%) (6 def, 2 armour, 16-19.2 power, 39.5 block)7.0 T2 shield armor [Ego] Master When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 While equipped: ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +11% physical ---------- misc Talents +2 Block Handheld deflection devices. |
spellwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) ----- def ----- Spell.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spiked cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% A suit of armour made of leather. |
spiked cured leather armour of temporal resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +17% temporal A suit of armour made of leather. |
cleansing dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 T3 heavy armor Reqs Str 28 Heavy Armour Training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +14% nature +11% blight Max.HP +28.00 A suit of armour made of mail. |
steel plate armour (4 def, 9 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Normal] While equipped: ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% A suit of armour made of metal plates. |
pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+0 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane Acc +6 (+2 eff.) ----- def ----- Armour +2 Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +20% Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Zeryrak' (1 def, 4 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +3% physical HP.reg +0.60 Heal.mod +5% ---------- misc Psi/turn +0.13 Max.stam +20.00 A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness ---------- misc Mana/turn +0.11 A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+3 eff.) A cap made of leather. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
5 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
3 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. |
3 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
73 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 35 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 46.03 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 46.03 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (64 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 66.42 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 348.80 fire damage (based on Magic). Uses 44 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (0/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 power out of 130/400 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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Honkmaster Steve the Halfling Skirmisher level 13
27th Dusk 122nd year of Ascendancy at 08:43 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Honkmaster Steve the Halfling Skirmisher level 17
55th Haze 122nd year of Ascendancy at 17:40 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Honkmaster Steve the Halfling Skirmisher level 10
3rd Summertide 122nd year of Ascendancy at 10:24 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Honkmaster Steve the Halfling Skirmisher level 14
75th Dusk 122nd year of Ascendancy at 16:27 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Honkmaster Steve the Halfling Skirmisher level 15
44th Haze 122nd year of Ascendancy at 14:43 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Honkmaster Steve the Halfling Skirmisher level 6
78th Pyre 122nd year of Ascendancy at 20:37 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Honkmaster Steve the Halfling Skirmisher level 15
45th Haze 122nd year of Ascendancy at 10:31 see stats
Log
Bleeding from Honkmaster Steve hits Ghast for 2 physical damage.
Honkmaster Steve shoots!
Ghoul slows down.
Honkmaster Steve's Shoot hits Ghoul for 107 physical, 0 arcane (107 total damage).
Forest wight's glacial vapour area effect hits Ghoul for 25 cold damage.
Forest wight's glacial vapour area effect hits Honkmaster Steve for 13 cold damage.
Forest wight's glacial vapour area effect hits Skeleton warrior for 25 cold damage.
Ghoul misses Honkmaster Steve.
Forest wight casts Mind Disruption.
Honkmaster Steve shrugs off the effect 'Confused'!
Bleeding from Honkmaster Steve hits Ghast for 2 physical damage.
Honkmaster Steve is no longer evading attacks.
Forest wight's glacial vapour area effect hits Forest wight for 5 cold damage.
Forest wight's glacial vapour area effect hits Skeleton warrior for 25 cold damage.
Forest wight's glacial vapour area effect hits Honkmaster Steve for 13 cold damage.
Forest wight's glacial vapour area effect hits Ghoul for 25 cold damage.
Bleeding from Honkmaster Steve hits Ghast for 2 physical damage.
Honkmaster Steve feels pain again.
Talent Block is ready to use.
Honkmaster Steve shoots!
Honkmaster Steve's Shoot performs a ranged critical strike against Skeleton warrior!
Skeleton warrior slows down.
Honkmaster Steve's Shoot hits Skeleton warrior for 155 physical, 0 arcane (155 total damage).
Ghoul slows down.
Forest wight casts Flame.
Honkmaster Steve tries to evade attacks.
Saving game...
























































































