












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] ZOmnibus Addon Pack 1.6.0Embers of Rage 1.6.7Official 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:
Ashes of Urh'Rok 1.6.7Official 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:
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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.6.7Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 19 / 55% |
| Size | small |
| Lifes / Deaths | Killed by Emawen the snow giant thunderer at level 19 on the 32nd Dusk 122nd year of Ascendancy at 17:52 / 1 |
Primary Stats
| Strength | 14 (base 13) |
| Dexterity | 53 (base 46) |
| Constitution | 20 (base 15) |
| Magic | 13 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 57 (base 46) |
Resources
| Life | -27/510 |
| Stamina | 1/159 |
| Psi | 74/106 |
| Healing Factor | 1.1889473684211 |
| Regeneration | 17.893657894737 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 39.757149532781 |
| See Invisible | 39.757149532781 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 53 |
| Crit Chance | 31% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 53 |
| Crit Chance | 31% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14.5 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Nature | +46% |
| Lightning | +17% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Nature | +40% |
| Lightning | +25% |
| Acid | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 14 |
| Physical Save | 27 |
| Spell Save | 34 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Physical | + 27%( 70%) |
| Cold | + 32%( 70%) |
| All | + 20%( 70%) |
| Darkness | + 22%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 25%( 70%) |
| Fire | + 29%( 70%) |
| Lightning | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
| Poison Resistance | 0% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Leeching Poison |
| talent | Trained Reactions |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 20. Militant Mind |
| detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 46.21 darkness and 46.21 temporal damage each turn. Entropic Gift |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 20%. Pain Suppression |
| beneficial effect | Immune to miasma engine effects. Miasma Adaptation |
| beneficial effect | Has 5 throwing knives prepared: 5 KnivesRange: 7 Net Damage: 86 - 120 Accuracy: 68 (knife) APR: 17 Crit Chance: +51% Crit mult: 246% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 20 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 |
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 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 greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed sandworm tooth. * You've found the needed honey tree root. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Beledama (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +5 (+1 eff.) Res.pen +10% acid ----- def ----- Armour +3 Fatigue +2% Resists +9% acid +5% fire +6% cold Spell.save +12 (+6 eff.) ---------- misc Max.mana +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ce'Natta the Wildbait2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +15% nature Melee Ret 6 fire ----- def ----- Resists +6% fire ---------- 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. |
| On head | Brenylin the iron helm (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +1 Wil dps ---------- Crit.mult +10.00% Acc +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% ---------- misc Max.stam +30.00 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +8 Crit +6.0% Atk.spd 83% Melee+ +12 silence 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 appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | Bregerion the Shimmerknave0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +14% lightning Res.pen +10% lightning ----- def ----- Resists +22% lightning +3% cold ---------- misc Hate/m.crit +3.00 Rings can have magical properties. |
| On fingers | steel ring 'Wildsmash'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +12% cold Res.pen +25% acid ----- def ----- Resists +9% acid HP.reg +3.00 Stun/Frz- +28% Rings can have magical properties. |
| Around neck | Gloruth the Offalkiss0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +21% nature Res.pen +15% lightning +15% nature ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
| In main hand | Pusjeer the iron dagger (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 10.5 - 13.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 darkness +20 nature Against +6% Living While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Resists +3% light +3% darkness Sharp, short and deadly. |
| Around waist | Arcsin1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +2.0% Dmg.mod +3% lightning Against +17% Summoned Apr +1 ----- def ----- Resists +2% physical D.Red.from +17% Summoned Die.at -20.00 life ---------- misc Max.stam +10.00 A belt that goes around your waist. |
| In off hand | iron dagger 'Glorinn' (15-19.5 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 15.0 - 19.5 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Defense +10 (+4 eff.) Phys.save +3 (+2 eff.) HP.reg +2.00 Teleport- +20% Sharp, short and deadly. |
| Cloak | linen cloak 'Hanelin' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +6 (+2 eff.) Resists +1% physical HP.reg +4.00 Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Xissra' (6 def, 6 armour)9.0 T2 light armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +6% acid +6% cold +6% temporal Max.HP +36.00 HP.reg +5.80 Heal.mod +11% ---------- misc Stam/turn +0.50 Breathe water A suit of armour made of leather. |
Inventory
movement infusion of the sneak (speed 682%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 682% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, light, darkness, cold, nature, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 light, 4 darkness, 5 cold, 5 nature, 4 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Isulle0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Phys.save +18 (+9 eff.) Poison- +10% Cut- +10% ---------- misc Masteries +0.10 Cunning/Poisons Amulets can have magical properties. |
copper amulet 'Malasta'0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +1 Dex +3 Wil +2 Con dps ---------- Phys.crit +3.0% Mind.pwr +15 (+5 eff.) Apr +2 ----- def ----- Resists +13% nature +11% blight Phys.save +6 (+3 eff.) Poison- +24% Disease- +22% Amulets can have magical properties. |
warrior's copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
psionicist's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Mind.save +4 (+2 eff.) Rings can have magical properties. |
wizard's gold ring of aether (+13%)0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +13% arcane ----- def ----- Resists +13% arcane Spell.save +8 (+4 eff.) Rings can have magical properties. |
Xanylle the ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Spell.crit +2% Crit.mult +15.00% Spell.pwr +21 (+5 eff.) S.pwr/crit +8 Dmg.mod +15% arcane +9% blight ---------- misc Max.vim +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling steel waraxe of massacre (21.5-30.1 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +11 cold One-handed war axes. |
enhanced iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Nature Power 10.0 - 13.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +4 Mag +4 Wil +4 Cun +4 Con Sharp, short and deadly. |
mighty cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Kilnsmasher (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil +4 Cun dps ---------- Res.pen +5% fire ----- def ----- Resists +1% physical +3% light +7% all Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
steel mail armour 'Beuvon' (17 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Disrupt While equipped: dps ---------- Res.pen +10% mind ----- def ----- Armour +6 Defense +17 (+6 eff.) Fatigue +12% Resists +24% blight +6% fire +13% nature +9% lightning Mind.save +6 (+3 eff.) A suit of armour made of mail. |
iron plate armour 'Velyranor' (0 def, 7 armour)17.0 T1 massive armor Reqs - Massive armour training Str 22 [Rare] Master While equipped: dps ---------- Dmg.mod +18% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Armour +7 Fatigue +22% Resists +6% blight +6% physical Phys.save +12 (+6 eff.) A suit of armour made of metal plates. |
Hathiyadil the Arcveil1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +12% lightning Res.pen +25% darkness Melee Ret 4 darkness ----- def ----- Resists +6% lightning Phys.save +6 (+3 eff.) A belt that goes around your waist. |
iron gauntlets 'Xunn' (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: Stats +4 Mag +1 Wil +4 Con dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning ---------- misc Infravis +1 See.Invis +9 Unarmed combat: Power 12.5 - 17.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
5 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. |
2 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. |
10 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. |
12 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. |
4 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. |
2 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
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. |
47 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tundrasweep (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +10% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ----- def ----- Fatigue -4% Resists +9% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm wand of shielding 'Huridig' [power 122] (18 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +6% arcane Res.pen +25% physical Acc +5 (+2 eff.) ----- def ----- Resists +2% physical ---------- misc Stam/turn +3.00 Vim/s.crit +2.00 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nasty Hafling the Halfling Rogue level 10
7th Mirth 122nd year of Ascendancy at 20:41 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Nasty Hafling the Halfling Rogue level 17
29th Dusk 122nd year of Ascendancy at 19:07 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nasty Hafling the Halfling Rogue level 9
3rd Mirth 122nd year of Ascendancy at 22:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Nasty Hafling the Halfling Rogue level 9
5th Mirth 122nd year of Ascendancy at 21:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nasty Hafling the Halfling Rogue level 15
3rd Dusk 122nd year of Ascendancy at 02:45 see stats
Log
Talent Throwing Knives is ready to use.
Emawen the snow giant thunderer hits Nasty Hafling for 53 lightning damage.
Entropic Gift from Xeletha the multi-hued drake hatchling hits Nasty Hafling for 36 temporal, 50 darkness (86 total damage).
Nasty Hafling uses Infusion: Wild.
Nasty Hafling seems more focused.
Nasty Hafling is cured!
Betussra the snow giant chieftain receives 56 healing from Medic turret.
Betythra the giant acid ant receives 62 healing from Medic turret.
Multi-hued drake hatchling receives 51 healing from Medic turret.
Snow giant thunderer receives 51 healing from Medic turret.
Glorunor the vampire receives 58 healing from Medic turret.
Medic turret receives 63 healing.
Betythra the giant acid ant shoves Betussra the snow giant chieftain aside.
Deadly Poison from Nasty Hafling hits Betussra the snow giant chieftain for 28 nature damage.
Deadly Poison from Nasty Hafling hits Multi-hued drake hatchling for 28 nature damage.
Nasty Hafling receives 31 healing from Deadly Poison from Nasty Hafling.
Deadly Poison from Nasty Hafling hits Betythra the giant acid ant for 55 nature damage.
Deadly Poison from Nasty Hafling hits Medic turret for 33 nature damage.
Emawen the snow giant thunderer casts Chain Lightning.
Emawen the snow giant thunderer hits Nasty Hafling for 70 lightning damage.
Nasty Hafling the level 19 halfling rogue was amped to death by Emawen the snow giant thunderer on level 4 of Daikara.
Nasty Hafling deactivates Quickdraw.
Nasty Hafling deactivates Apply Poison.
Nasty Hafling deactivates Volatile Poison.
Nasty Hafling has survived the entropic gift.
Nasty Hafling feels pain again.
Nasty Hafling deactivates Trained Reactions.
Nasty Hafling is no longer evading attacks.
Nasty Hafling deactivates Leeching Poison.





































































































