












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies 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: Items Vault 1.6.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.6.6This 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Auto-explore and Rest 1.6.5Quality 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 22 / 4% |
| Size | small |
| Lifes / Deaths | Killed by Aerylratira the drem at level 19 on the 52nd Dusk 122nd year of Ascendancy at 15:53 3 / 2Killed by Betusemina the faeros at level 22 on the 71st Dusk 122nd year of Ascendancy at 16:11 |
| Antimagic | Follower |
Primary Stats
| Strength | 33 (base 19) |
| Dexterity | 65 (base 51) |
| Constitution | 18 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 21 (base 11) |
| Cunning | 42 (base 37) |
Resources
| Life | 629/629 |
| Stamina | 190/190 |
| Healing Factor | 1.423829787234 |
| Regeneration | 20.716723404255 |
Speed
| Mental | +14.999999999998% |
| Attack | +15% |
| Movement | -58.333333333333% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 34.921546859523 |
| See Invisible | 34.921546859523 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 65 |
| Crit Chance | 24% |
| APR | 11 |
| Speed | 0.87 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 16% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 16% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Acid | +3% |
| Physical | +18% |
| Nature | +17% |
| Arcane | +12% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +12% |
| Blight | +17% |
| Arcane | +17% |
| Fire | +32% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 54.046511627907 (83.909111127585%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 23 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Nature | + 33%( 70%) |
| Darkness | + 23%( 70%) |
| Cold | + 43%( 70%) |
| Lightning | + 36%( 70%) |
| Fire | + 16%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 Shade. | 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 |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within5 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 | Chyldil (14 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +13 Lck +5 Dex dps ---------- Dmg.mod +3% acid +12% arcane Res.pen +5% acid Melee Ret 2 arcane On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Armour +5 Defense +14 (+4 eff.) Resists +9% acid Stealth +14 HP.reg +8.00 Heal.mod +16% Evasion: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 41 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | Thundershear (9/22, 33.5-40.2 power, 3 apr)3.0 T3 shot ammo [Rare] Nature Power 33.5 - 40.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Ranged+ +16 lightning +13 nature +8 mind On Hit.r1 +16 nature On Crit.r2 +12 mind +4 lightning Shots are used with slings to pummel your foes to death. |
| Light source | Scaldshine the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +25% fire ----- def ----- Resists +12% cold +12% fire Max.HP +44.00 ---------- 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 | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | brawler's rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +2 Str +3 Dex +2 Cun ----- def ----- Armour +1 Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Islayamina [power 38] (21/20 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +1 Dex +1 Con dps ---------- Res.pen +10% arcane Melee Ret 6 arcane Harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to gain a 19% chance to evade weapon attacks for 2 turns. 100% to heal for 48. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Rings can have magical properties. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | steady cured leather sling of piercing4.0 T2 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +2.0% Res.pen +7% all Acc +11 (+3 eff.) Apr +8 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Xerema1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Resists +9% cold Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life Max.HP +100.00 Cut- +20% A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 24.5-34.3 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 24.5 - 34.3 Physical Uses 150% Str Acc+ +2.5% proc dam (max 250%) 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 +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | linen cloak 'Yvinne' (11 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Con dps ---------- Phys.crit +2.0% Phys.pwr +20 (+7 eff.) Res.pen +10% blight ----- def ----- Defense +11 (+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 | Geterath the Puswalker (9 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +9% nature ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +33% lightning HP.reg +3.30 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
Inventory
warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +7 (+4 eff.) Confus- +22% Rings can have magical properties. |
mighty cured leather sling of cold4.0 T2 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 cold While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +10% cold Slings are used to hurl stones or metal shots at your foes. |
steady rough leather sling4.0 T1 sling 1H weapon [Ego] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Phys.crit +2.0% Acc +5 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Beliyavena (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Apr +4 Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue -3% Phys.save +21 (+8 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galisin (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Con +2 Mag dps ---------- Phys.pwr +10 (+4 eff.) Acc +30 (+8 eff.) ----- def ----- Armour +1 Crit.dmg- 10.00% Phys.save +3 (+2 eff.) ---------- misc Spell.cld 10% Infravis +1 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
stabilizing iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Urelalen the cured leather armour (12 def, 8 armour)9.0 T2 light armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +3 Wil +1 Cun +2 Con ----- def ----- Armour +8 Defense +12 (+3 eff.) Fatigue +7% Resists +12% nature +10% blight Crit.dmg- 10.00% Mind.save +10 (+5 eff.) Max.HP +29.00 HP.reg +3.00 Heal.mod +10% ---------- misc See.Invis +6 A suit of armour made of leather. |
troll-hide rough leather armour of Toknor (3 def, 2 armour)9.0 T1 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +30.00 HP.reg +3.50 Heal.mod +10% A suit of armour made of leather. |
Salima the iron plate armour (0 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid Res.pen +15% acid ----- def ----- Armour +7 Fatigue +22% Resists +6% blight +17% fire +6% light +5% arcane A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
2 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. |
255 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Ariblek the pouch of voratun shots (22/22, 67-80.4 power, 6 apr)3.0 T5 shot ammo [Random Unique] Arcane/Master Power 67.0 - 80.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +14.0% Capacity 22 Ranged+ +26 cold +18 light +16 mind Against +13% Undead On Hit.r1 +16 mind On Crit.r2 +16 mind On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
storming pouch of steel shots of wind (20/22, 20.5-24.6 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 22 Proj.spd +200% Ranged+ +11 lightning On Crit.r2 +7 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage Shots are used with slings to pummel your foes to death. |
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. |
soothing elm wand of shielding [power 122] (21/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By SNIPE_ the Halfling Skirmisher level 22
67th Dusk 122nd year of Ascendancy at 21:47 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By SNIPE_ the Halfling Skirmisher level 16
41st Dusk 122nd year of Ascendancy at 23:07 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By SNIPE_ the Halfling Skirmisher level 10
2nd Flare 122nd year of Ascendancy at 08:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By SNIPE_ the Halfling Skirmisher level 20
56th Dusk 122nd year of Ascendancy at 07:54 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By SNIPE_ the Halfling Skirmisher level 16
30th Dusk 122nd year of Ascendancy at 12:07 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By SNIPE_ the Halfling Skirmisher level 12
2nd Dusk 122nd year of Ascendancy at 22:27 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By SNIPE_ the Halfling Skirmisher level 21
57th Dusk 122nd year of Ascendancy at 09:39 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By SNIPE_ the Halfling Skirmisher level 15
17th Dusk 122nd year of Ascendancy at 00:54 see stats
Log
Layurithra the faeros casts Flame.
Betusemina the faeros is on fire!
Betusemina the faeros casts Invoke Darkness.
Armoured skeleton warrior is knocked back!
Shadow is knocked back!
Armoured skeleton warrior is knocked back!
Layurithra the faeros resists the knockback!
Layurithra the faeros hits SNIPE_ for 39 fire damage.
Layurithra the faeros hits Betusemina the faeros for 17 fire damage.
Betusemina the faeros hits SNIPE_ for 170 darkness damage.
Betusemina the faeros's prismatic repulsion area effect hits Snow giant for 7 light, 7 darkness (14 total damage).
Betusemina the faeros's prismatic repulsion area effect hits Armoured skeleton warrior for 6 light, 7 darkness (14 total damage).
Betusemina the faeros's prismatic repulsion area effect hits Layurithra the faeros for 7 light, 8 darkness (15 total damage).
Betusemina the faeros's prismatic repulsion area effect hits Armoured skeleton warrior for 6 light, 6 darkness (12 total damage).
Betusemina the faeros's prismatic repulsion area effect hits Shadow for 13 light, 0 darkness (13 total damage).
SNIPE_ the level 22 halfling skirmisher was darkened to death by Betusemina the faeros on level 1 of Daikara.
You have 3 life(s) left.
SNIPE_ is firmly planted in reality.
SNIPE_ is no longer attuned.
SNIPE_ deactivates Counter Shot.
SNIPE_ stops regenerating health quickly.
SNIPE_ stops burning.
SNIPE_ has finished recovering.
SNIPE_ is no longer evading attacks.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Betusemina the faeros killed SNIPE_!
Saving done.
Saving done.
Saving game...



























































































