











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Low Health Popup 1.7.0Pops 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: 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 13 / 0% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted weaver young at level 13 on the 39th Dusk 122nd year of Ascendancy at 23:05 / 1 |
Primary Stats
| Strength | 16 (base 15) |
| Dexterity | 30 (base 26) |
| Constitution | 18 (base 10) |
| Magic | 32 (base 18) |
| Willpower | 16 (base 10) |
| Cunning | 36 (base 29) |
Resources
| Life | -30/420 |
| Mana | 13/202 |
| Stamina | 53/151 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 0.26778408873168 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 3 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 48 |
| Crit Chance | 16% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 48 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +12% |
| Fire | +3% |
| Nature | +5% |
Offense: Damage Penetration
| Fire | +15% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 8 (51.69962066283%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 24 |
| Mental Save | 22 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Fire | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Silence Resistance | 22% |
| Confusion Resistance | 23% |
| Stun Resistance | 22% |
| Pinning Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 140 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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 |
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'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 |
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 precision. 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 ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed xorn fragment. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of foundations. 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 wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within6 lumberjacks have died. | done |
Equipment
| On feet | [vs. Shiverblack the pair of rough leather boots (0 def, 1 armour) (On feet)]Shiverblack the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2(-) Str +1(-) Dex +2(-) Wil dps ---------- Dmg.mod +12%(-) cold ----- def ----- Armour +1 (-) Silence- +22% (-) Confus- +23% (-) Stun/Frz- +22% (-) A pair of boots made of leather. |
| Light source | [vs. brass lantern 'Abysstorrent' (Light source)]brass lantern 'Abysstorrent' 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3%(-) fire Res.pen +15%(-) fire ----- def ----- Resists +12%(-) fire Max.HP +43.00 (-) ---------- 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. |
| On head | [vs. stabilizing rough leather cap (0 def, 1 armour) (On head)]stabilizing rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 (-) Fatigue +1% (-) Phys.save +10 (+5 eff.) (-) A cap made of leather. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4(-) Cun +4(-) Wil dps ---------- Mind.pwr +2 (+1 eff.) (-) Dmg.mod +5%(-) nature ----- def ----- Resists +10%(-) nature Poison- +20% (-) ---------- misc Masteries +0.20(-) Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | [vs. innervating elm totem of stinging [power 116] (15 cooldown) (Tool)]innervating elm totem of stinging [power 116] (15 cooldown) 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. savior's copper ring (On fingers, 1 of 2)]savior's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) (-) Spell.save +6 (+3 eff.) (-) Mind.save +6 (+3 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. savior's copper ring (On fingers, 1 of 2)]copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +0 (+0 eff.) (-8 (-4 eff.)) Spell.save +0 (+0 eff.) (-6 (-3 eff.)) Mind.save +0 (+0 eff.) (-6 (-3 eff.)) Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Polusewen the copper amulet (Around neck)]Polusewen the copper amulet 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2(-) Str +4(-) Mag +3(-) Con dps ---------- Res.pen +5%(-) temporal ---------- misc See.Invis +3 (-) Amulets make your neck look great! |
| In main hand | [vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand, 1 of 2)]Unerring Scalpel (15-20 power, 25 apr) 1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 (-) 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. Tap to cycle through comparison choices |
| Around waist | [vs. blurring rough leather belt of the giants (Around waist)]blurring rough leather belt of the giants 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) (-) ----- def ----- Defense +9 (+3 eff.) (-) Spell.save +5 (+3 eff.) (-) Stealth +6 (-) ---------- misc Size +1 (-) A belt that goes around your waist. |
| In off hand | [vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand, 1 of 2)]iron dagger (10-14 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Normal] Power 10.5 - 13.7(-4.5 - -5.8) Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-20) Crit +4.0% (+4.0%) Atk.spd 100% (-) Phasing +0% (-50%) While equipped: dps ---------- Acc +0 (+0 eff.) (-20 (-7 eff.)) Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. enveloping linen cloak (7 def, 0 armour) (Cloak)]enveloping linen cloak (7 def, 0 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+3 eff.) (-) Phys.save +6 (+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. Skin of Many (12 def, 6 armour) (Main armor)]Skin of Many (12 def, 6 armour) 9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4(-) Con ----- def ----- Armour +6 (-) Defense +12 (+4 eff.) (-) Fatigue +7% (-) Max.HP +40.00 (-) ---------- misc Infravis +3 (-) Masteries -0.20(-) Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
[vs. Polusewen the copper amulet (Around neck)]stabilizing copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +0(-2) Str +0(-4) Mag +0(-3) Con dps ---------- Res.pen +0%(-5%) temporal ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +20% ---------- misc See.Invis +0 (-3) Amulets make your neck look great! |
[vs. savior's copper ring (On fingers, 1 of 2)]steel ring 0.1 T2 ring jewelry [Normal] While equipped: ----- def ----- Phys.save +0 (+0 eff.) (-8 (-4 eff.)) Spell.save +0 (+0 eff.) (-6 (-3 eff.)) Mind.save +0 (+0 eff.) (-6 (-3 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. savior's copper ring (On fingers, 1 of 2)]titan's copper ring 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) (-4 (-2 eff.)) Spell.save +0 (+0 eff.) (-6 (-3 eff.)) Mind.save +0 (+0 eff.) (-6 (-3 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand)]balanced iron battleaxe of massacre (24-36 power, 1 apr) 3.0 T1 battleaxe 2H weapon Reqs Str 11 [Ego] Master Power 24.0 - 36.0(+9.0 - +16.5) Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 (-24) Crit +4.5% (+4.5%) Atk.spd 100% (-) Phasing +0% (-50%) While equipped: dps ---------- Acc +9 (+3 eff.) (-11 (-4 eff.)) ----- def ----- Defense +7 (+2 eff.) Disarm- +28% Massive two-handed battleaxes. |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand)]balanced steel battleaxe of massacre (32-49 power, 2 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master Power 32.5 - 48.8(+17.5 - +29.2) Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 (-23) Crit +5.0% (+5.0%) Atk.spd 100% (-) Phasing +0% (-50%) While equipped: dps ---------- Acc +9 (+3 eff.) (-11 (-4 eff.)) ----- def ----- Defense +12 (+4 eff.) Disarm- +34% Massive two-handed battleaxes. |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand, 1 of 2)]iron dagger (10-14 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Normal] Power 10.5 - 13.7(-4.5 - -5.8) Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 (-20) Crit +4.0% (+4.0%) Atk.spd 100% (-) Phasing +0% (-50%) While equipped: dps ---------- Acc +0 (+0 eff.) (-20 (-7 eff.)) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand)]steel greatsword (25-40 power, 2 apr) 3.0 T2 greatsword 2H weapon Reqs Str 16 [Normal] Power 25.0 - 40.0(+10.0 - +20.5) Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 (-23) Crit +3.0% (+3.0%) Atk.spd 100% (-) Phasing +0% (-50%) While equipped: dps ---------- Acc +0 (+0 eff.) (-20 (-7 eff.)) Massive two-handed swords. |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand)]acidic iron longsword of phasing (12-17 power, 7 apr) 3.0 T1 longsword 1H weapon Reqs Str 11 [Ego] Arcane Power 12.0 - 16.8(-3.0 - -2.7) Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +7 (-18) Crit +2.5% (+2.5%) Atk.spd 100% (-) Phasing +12% (-38%) On Crit: + Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 While equipped: dps ---------- Acc +0 (+0 eff.) (-20 (-7 eff.)) Sharp, long, and deadly. |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand)]iron longsword (12-18 power, 2 apr) 3.0 T1 longsword 1H weapon Reqs Str 11 [Normal] Power 12.5 - 17.5(-2.5 - -2.0) Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 (-23) Crit +2.5% (+2.5%) Atk.spd 100% (-) Phasing +0% (-50%) While equipped: dps ---------- Acc +0 (+0 eff.) (-20 (-7 eff.)) Sharp, long, and deadly. |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand)]steel mace of massacre (18-26 power, 3 apr) 3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Master Power 18.5 - 25.9(+3.5 - +6.4) Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 (-22) Crit +1.0% (+1.0%) Atk.spd 100% (-) Phasing +0% (-50%) While equipped: dps ---------- Acc +0 (+0 eff.) (-20 (-7 eff.)) Blunt and deadly. |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand)]enhanced rough leather sling 4.0 T1 sling 1H weapon Reqs Dex 11 Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Apr +0 (-25) Atk.spd 100% (-) Range +6 Phasing +0% (-50%) While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con dps ---------- Acc +0 (+0 eff.) (-20 (-7 eff.)) Slings are used to hurl stones or metal shots at your foes. |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand)]shimmering ash starstaff of warding (15-18 power, 3 apr, darkness element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0(+0.0 - -1.5) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 (-22) Crit +3.0% (+3.0%) Atk.spd 100% (-) Phasing +0% (-50%) While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness Acc +0 (+0 eff.) (-20 (-7 eff.)) ----- def ----- Armour +5 Defense +5 (+1 eff.) ---------- misc Mana/turn +0.11 Max.mana +30.00 Wards +2 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand)]void walker's ash starstaff of might (15-18 power, 3 apr, darkness element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0(+0.0 - -1.5) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 (-22) Crit +3.0% (+3.0%) Atk.spd 100% (-) Phasing +0% (-50%) While equipped: dps ---------- Spell.crit +7% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness Acc +0 (+0 eff.) (-20 (-7 eff.)) ----- def ----- Resists +6% darkness +7% temporal Def/telep +7 Res/telep +6% Dur/telep +5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand)]acidic steel waraxe of massacre (22-30 power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 21.5 - 30.1(+6.5 - +10.6) Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 (-22) Crit +4.0% (+4.0%) Atk.spd 100% (-) Phasing +0% (-50%) On Crit: + Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 While equipped: dps ---------- Acc +0 (+0 eff.) (-20 (-7 eff.)) One-handed war axes. |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand)]steel waraxe (13-18 power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Normal] Power 13.0 - 18.2(-2.0 - -1.3) Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 (-22) Crit +4.0% (+4.0%) Atk.spd 100% (-) Phasing +0% (-50%) While equipped: dps ---------- Acc +0 (+0 eff.) (-20 (-7 eff.)) One-handed war axes. |
[vs. Unerring Scalpel (15-20 power, 25 apr) (In main hand)]thought-forged iron waraxe of massacre (16-22 power, 2 apr) 3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Master/Psionic Power 16.0 - 22.4(+1.0 - +2.9) Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 (-23) Crit +3.5% (+3.5%) Atk.spd 100% (-) Phasing +0% (-50%) Melee+ +6 mind On Hit: * 11% chance to reduce all saves and defense by 16 While equipped: Stats +2 Cun +1 Wil dps ---------- Acc +0 (+0 eff.) (-20 (-7 eff.)) One-handed war axes. |
[vs. blurring rough leather belt of the giants (Around waist)]Betadhemina the rough leather belt 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +0 (+0 eff.) (-2 (-1 eff.)) ----- def ----- Defense +0 (+0 eff.) (-9 (-3 eff.)) Resists +5% arcane Spell.save +0 (+0 eff.) (-5 (-3 eff.)) Stealth +0 (-6) Max.HP +33.00 Silence- +10% Teleport- +20% ---------- misc Size +0 (-1) A belt that goes around your waist. |
[vs. blurring rough leather belt of the giants (Around waist)]nightruned rough leather belt 1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Phys.pwr +0 (+0 eff.) (-2 (-1 eff.)) ----- def ----- Defense +0 (+0 eff.) (-9 (-3 eff.)) Resists +5% light +6% darkness Spell.save +0 (+0 eff.) (-5 (-3 eff.)) Stealth +0 (-6) ---------- misc Size +0 (-1) A belt that goes around your waist. |
[vs. enveloping linen cloak (7 def, 0 armour) (Cloak)]linen cloak of the Shaloren (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) (-6 (-2 eff.)) Phys.save +0 (+0 eff.) (-6 (-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. Skin of Many (12 def, 6 armour) (Main armor)]dreamer's linen robe of darkness (+10%) (0 def, 0 armour) 2.0 T1 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +0(-4) Con dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +0 (-6) Defense +0 (+0 eff.) (-12 (-4 eff.)) Fatigue +0% (-7%) Resists +27% darkness +10% mind +7% all Phys.save +10 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +20 (+10 eff.) Max.HP +0.00 (-40.00) ---------- misc Infravis +0 (-3) Masteries +0.00(+0.20) Cunning/Stealth The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Shiverblack the pair of rough leather boots (0 def, 1 armour) (On feet)]traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: Stats +0(-2) Str +0(-1) Dex +0(-2) Wil dps ---------- Dmg.mod +0%(-12%) cold ----- def ----- Armour +1 (-) Fatigue -4% Phys.save +5 (+2 eff.) Silence- +0% (-22%) Confus- +0% (-23%) Stun/Frz- +0% (-22%) ---------- misc Max.enc +21 Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
[vs. Skin of Many (12 def, 6 armour) (Main armor)]rejuvenating rough leather armour of cold resistance (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Ego] Nature/Master While equipped: Stats +0(-4) Con ----- def ----- Armour +2 (-4) Defense +3 (+1 eff.) (-9 (-3 eff.)) Fatigue +6% (-1%) Resists +15% cold Max.HP +0.00 (-40.00) HP.reg +2.10 ---------- misc Stam/turn +0.70 Infravis +0 (-3) Masteries +0.00(+0.20) Cunning/Stealth A suit of armour made of leather. |
[vs. Skin of Many (12 def, 6 armour) (Main armor)]rough leather armour (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Normal] While equipped: Stats +0(-4) Con ----- def ----- Armour +2 (-4) Defense +3 (+1 eff.) (-9 (-3 eff.)) Fatigue +6% (-1%) Max.HP +0.00 (-40.00) ---------- misc Infravis +0 (-3) Masteries +0.00(+0.20) Cunning/Stealth A suit of armour made of leather. |
[vs. Skin of Many (12 def, 6 armour) (Main armor)]rough leather armour of cold resistance (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Ego] Master While equipped: Stats +0(-4) Con ----- def ----- Armour +2 (-4) Defense +3 (+1 eff.) (-9 (-3 eff.)) Fatigue +6% (-1%) Resists +15% cold Max.HP +0.00 (-40.00) ---------- misc Infravis +0 (-3) Masteries +0.00(+0.20) Cunning/Stealth A suit of armour made of leather. |
[vs. Skin of Many (12 def, 6 armour) (Main armor)]impenetrable iron plate armour of acid resistance (0 def, 13 armour) 17.0 T1 massive armor Reqs Massive armour training Str 22 [Ego] Master While equipped: Stats +0(-4) Con ----- def ----- Armour +13 (+7) Defense +0 (+0 eff.) (-12 (-4 eff.)) Fatigue +22% (+15%) Resists +15% acid Max.HP +0.00 (-40.00) ---------- misc Infravis +0 (-3) Masteries +0.00(+0.20) Cunning/Stealth A suit of armour made of metal plates. |
[vs. Skin of Many (12 def, 6 armour) (Main armor)]steel plate armour of cold resistance (0 def, 9 armour) 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Master While equipped: Stats +0(-4) Con ----- def ----- Armour +9 (+3) Defense +0 (+0 eff.) (-12 (-4 eff.)) Fatigue +22% (+15%) Resists +16% cold Max.HP +0.00 (-40.00) ---------- misc Infravis +0 (-3) Masteries +0.00(+0.20) Cunning/Stealth A suit of armour made of metal plates. |
[vs. iron dagger (10-14 power, 5 apr) (In off hand)]Belemastir (0 def, 2 armour, 18 block) 7.0 T1 shield armor Reqs Shield usage training Str 11 [Rare] Master Apr +0 (-5) Crit +0.0% (-4.0%) Atk.spd inf% (inf%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str ----- def ----- Armour +2 Fatigue +8% Resists +16% fire ---------- misc Max.hate +2.00 See.Invis +3 Talents +1 Block Handheld deflection devices. |
[vs. iron dagger (10-14 power, 5 apr) (In off hand)]reinforced steel shield of lightning resistance (+16%) (0 def, 5 armour, 66.5 block) 7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Master Apr +0 (-5) Crit +0.0% (-4.0%) Atk.spd inf% (inf%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +5 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
[vs. iron dagger (10-14 power, 5 apr) (In off hand)]steel shield (0 def, 4 armour, 39.5 block) 7.0 T2 shield armor Reqs Shield usage training Str 16 [Normal] Apr +0 (-5) Crit +0.0% (-4.0%) Atk.spd inf% (inf%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
[vs. iron dagger (10-14 power, 5 apr) (In off hand)]steel shield of resilience (0 def, 4 armour, 38 block) 7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Nature Apr +0 (-5) Crit +0.0% (-4.0%) Atk.spd inf% (inf%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Max.HP +58.00 ---------- misc Talents +1 Block Handheld deflection devices. |
barbed quiver of ash arrows (18/18, 28-38 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego+] Master Power 27.5 - 38.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 18 On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
7 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. |
62 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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. innervating elm totem of stinging [power 116] (15 cooldown) (Tool)]iron pickaxe of endurance (dig speed 38 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
[vs. brass lantern 'Abysstorrent' (Light source)]Summertide Phial 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light +0%(-3%) fire Res.pen +0%(-15%) fire ----- def ----- Resists +30% light +0%(-12%) fire Max.HP +0.00 (-43.00) Heal.mod +10% ---------- misc Light +5 (+2) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
[vs. brass lantern 'Abysstorrent' (Light source)]brass lantern 2.0 T1 lite [Normal] While equipped: dps ---------- Dmg.mod +0%(-3%) fire Res.pen +0%(-15%) fire ----- def ----- Resists +0%(-12%) fire Max.HP +0.00 (-43.00) ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
[vs. innervating elm totem of stinging [power 116] (15 cooldown) (Tool)]extending ash totem of summon tentacle [power 155] (25 cooldown) 2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 334 Base Damage: 155 Armor: 6 All Resist: 8 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
[vs. innervating elm totem of stinging [power 116] (15 cooldown) (Tool)]powerful ash wand of lightning storm [power 170] (15 cooldown) 2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
5 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. |
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. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Spooky the Halfling Shadowblade level 12
14th Dusk 122nd year of Ascendancy at 16:31 see stats
Level 10 (Roguelike)
Got a character to level 10.By Spooky the Halfling Shadowblade level 10
2nd Flare 122nd year of Ascendancy at 04:45 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Spooky the Halfling Shadowblade level 9
8th Mirth 122nd year of Ascendancy at 06:22 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Spooky the Halfling Shadowblade level 11
7th Flare 122nd year of Ascendancy at 16:12 see stats
Log
Spooky is no longer pinned.
Corrupted weaver young cleverly deflects the attack with his shield!
Corrupted weaver young repels an attack from Spooky.
Corrupted weaver young uses Block.
Spooky hits Corrupted weaver young for (4 exoskeleton), 4 physical, (9 exoskeleton), 9 darkness (12 total damage).
Corrupted weaver young loses 4 health to the entropy.
Flame turret uses Flamethrower.
Flame turret hits Spooky for (21 absorbed), 0 fire (0 total damage).
Your shield crumbles under the damage!
The shield around Spooky crumbles.
Spooky is recovering from the damage!
Spooky's fades into the shadows.
Steamgun turret's Steamgun Turret hits Spooky for (5 absorbed), 44 physical (44 total damage).
Corrupted weaver young casts Netherblast.
Corrupted weaver young's Netherblast hits Spooky for 44 temporal, 44 darkness (88 total damage).
Talent Shadowstep is ready to use.
You do not have enough Mana to use Teleport.
Spooky uses Infusion: Regeneration.
Spooky starts regenerating health quickly.
Corrupted weaver young loses 4 health to the entropy.
Flame turret uses Flamethrower.
Flame turret hits Spooky for 21 fire damage.
Corrupted weaver young uses Bash and Smash.
Corrupted weaver young misses Spooky.
Steamgun turret's Steamgun Turret hits Spooky for (53 ignored), 0 physical (0 total damage).
Spooky tries to evade attacks.
Corrupted weaver young's Bash and Smash hits Spooky for 86 physical damage.
Spooky the level 13 halfling shadowblade was mutilated to death by corrupted weaver young on level 1 of The Maze.






































































































