
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Arcane Combat Tweaks 1.5.0Tweaks to the Arcane Command configuration dialog. Notable features:
Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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: Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official 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 1.4.9Quality 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. Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Constitution Viability Buff Addon 1.4.6Constitution now grants: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.5.10This 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 Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Enchanter |
Level / Exp | 21 / 47% |
Size | small |
Lifes / Deaths | Killed by The Shade at level 11 on the 6th Dusk 122nd year of Ascendancy at 03:04 0 / 6Killed by Velyna the Guardian at level 16 on the 52nd Dusk 122nd year of Ascendancy at 16:17 Killed by Xudhethra the snow giant chieftain at level 18 on the 36th Haze 122nd year of Ascendancy at 21:57 Killed by dreaming horror at level 21 on the 49th Haze 122nd year of Ascendancy at 23:13 Killed by dreaming horror at level 21 on the 50th Haze 122nd year of Ascendancy at 02:46 Killed by Trina at level 21 on the 50th Haze 122nd year of Ascendancy at 02:51 |
Primary Stats
Strength | 32 (base 25) |
Dexterity | 22 (base 10) |
Constitution | 48 (base 29) |
Magic | 52 (base 50) |
Willpower | 23 (base 11) |
Cunning | 23 (base 10) |
Resources
Life | 655/655 |
Mana | 384/384 |
Healing Factor | 1.19 |
Regeneration | 5.4145 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 71 |
Accuracy | 27 |
Crit Chance | 21% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 26 |
Crit Chance | 20% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Nature | +18% |
Cold | +25% |
Mind | +12% |
Lightning | +6% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Darkness | +20% |
Physical | +7% |
Mind | +20% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 41.19 (73.452380952381%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 1 |
Physical Save | 33 |
Spell Save | 29 |
Mental Save | 23 |
Defense: Resistances
Acid | + 41%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Mind | + 12%( 70%) |
Darkness | + 39%( 70%) |
Light | + 15%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 7%( 70%) |
Lightning | + 9%( 70%) |
Fire | + 32%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 31% |
Disarm Resistance | 12% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 406 damage for 6 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 484% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Spell / Inanimation | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Disenchantment | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Ordered hedgemagic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Advanced martial enchantments | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Martial enchantments | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Spell / Mana alchemy | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Force | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff magic | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 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
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 Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed green worm. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed red crystal shard. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Dex +5 Wil +2 Cun +4 Con dps ---------- Dmg.mod +6% acid Res.pen +10% acid ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +3 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 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 | ![]() 3.0 T3 head armor Reqs Heavy Armour Training [Rare] Arcane/MasterEnchantment: Heavy Armour While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +0% Resists +6% acid +9% cold +12% light +5% arcane Spell.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/NatureEnchantment: Weapon While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 8/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 142.89 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | ![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% acid +10% nature Melee Ret 16 nature On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +3% acid ---------- misc Talents +2 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 114 to 229 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +1 Dex +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Resists +9% mind +3% physical Phys.save +10 (+5 eff.) Max.HP +30.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Res.pen +20% mind Melee Ret 8 acid ----- def ----- Resists +18% acid HP.reg +2.10 Stun/Frz- +31% Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +6 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +6% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Fatigue -6% Resists +3% lightning +3% light +20% darkness HP.reg +0.30 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
In main hand | ![]() 5.0 T4 staff 1H weapon [Rare] Arcane/MasterEnchantment: Weapon Power 25.0 - 30.0 Physical Uses 90% Mag Mastery Enchant Weapon Acc+ +1.3% procs dam / acc Acc +8 Apr +5 Crit +6.5% Atk.spd 100% Melee+ +10 lightning +16 darkness On Hit: * Slows global speed by 40% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +6% Crit.mult +11.00% Phys.pwr +8 (+3 eff.) Spell.pwr +18 (+6 eff.) Dmg.mod +25% cold Res.pen +20% darkness Acc +8 (+4 eff.) Melee Ret 4 darkness ----- def ----- Resists +9% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% lightning +6% temporal Phys.save +7 (+4 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Arcane/MasterEnchantment: Weapon Power 15.5 - 20.2 Physical Uses 45% Str, 45% Dex Mastery Enchant Weapon Acc+ +0.5% APR / acc Acc +6 Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 nature On Hit.r1 +16 mind While equipped: Stats +1 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +18% nature Res.pen +7% physical Melee Ret 4 mind ----- def ----- Resists +6% nature +3% mind Disarm- +12% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Wil +2 Mag ----- def ----- Armour +6 Defense +1 (+1 eff.) Fatigue -6% Resists +4% physical Spell.save +6 (+3 eff.) Die.at -40.00 life Blind- +25% ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy Armour Training [Ego++] Arcane/PsionicEnchantment: Heavy Armour While equipped: Stats +2 Cun dps ---------- Melee+ 10 acid 9 fire Melee Ret 9 acid 9 fire ----- def ----- Armour +10 Defense +7 (+6 eff.) Fatigue +10% Resists +14% acid +14% fire Dmg.red +2 all Phys.save +2 (+1 eff.) Mind.save +10 (+5 eff.) A suit of armour made of mail. |
Inventory
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Master Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Massive two-handed battleaxes. |
![]() 2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +6 (+6 eff.) Rng.Def +5 (+5 eff.) Fatigue +3% A pair of boots made of leather. |
![]() 3.0 T3 head armor Reqs Heavy Armour Training [Rare] Nature While equipped: dps ---------- Res.pen +10% acid Melee Ret 16 acid On Hit (Melee): * 30% chance to corrode armour by 30% * 15% chance to blind ----- def ----- Armour +4 Fatigue +4% Resists +9% light ---------- misc Stam/ret +1.40 Equi/ret +1.50 Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy Armour Training [Ego] Arcane/NatureEnchantment: Heavy Armour While equipped: ----- def ----- Armour +4 Fatigue +0% Resists +5% lightning +8% cold +7% temporal Phys.save +2 (+1 eff.) Stun/Frz- +5% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
flint wardstone flint wardstone1.0 T3 wardstone armor [Normal] While equipped: ----- def ----- Defense +6 (+6 eff.) Dmg.red +3 all Proj.slow +20% Handheld warding devices |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane A part of set. 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 When used as a pommel gem: Talent on hit: 10% chance to cast Manathrust level 2. 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. |
![]() 0.0 T2 lite [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) ---------- misc Light +2 Infravis +2 Masteries +0.20 Spell/Illusion This plain looking lamp is not what it seems. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
Achievements
By Trina the Halfling Enchanter level 15
39th Dusk 122nd year of Ascendancy at 02:39 see stats
By Trina the Halfling Enchanter level 16
77th Dusk 122nd year of Ascendancy at 21:03 see stats
By Trina the Halfling Enchanter level 18
37th Haze 122nd year of Ascendancy at 13:36 see stats
By Trina the Halfling Enchanter level 21
50th Haze 122nd year of Ascendancy at 02:51 see stats
By Trina the Halfling Enchanter level 10
7th Flare 122nd year of Ascendancy at 06:34 see stats
By Trina the Halfling Enchanter level 20
45th Haze 122nd year of Ascendancy at 15:25 see stats
By Trina the Halfling Enchanter level 16
51st Dusk 122nd year of Ascendancy at 18:17 see stats
By Trina the Halfling Enchanter level 5
77th Pyre 122nd year of Ascendancy at 21:24 see stats
By Trina the Halfling Enchanter level 14
30th Dusk 122nd year of Ascendancy at 20:29 see stats
By Trina the Halfling Enchanter level 15
38th Dusk 122nd year of Ascendancy at 16:05 see stats
Log
Restless Night from Dreaming horror hits Trina for (2 resist armour), 25 mind (25 total damage).
Ravage from Dreaming horror hits Trina for (2 resist armour), 65 physical (65 total damage).
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Trina casts Earthen Barrier.
Trina hardens its skin.
Restless Night from Dreaming horror hits Trina for (2 resist armour), 25 mind (25 total damage).
Ravage from Dreaming horror hits Trina for (2 resist armour), 54 physical (54 total damage).
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Ravage from Dreaming horror hits Trina for (2 resist armour), 54 physical (54 total damage).
Trina the level 21 halfling enchanter was sliced to death by a dreaming horror on level 3 of Lake of Nur.
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You have no more lives left.
Trina is no longer suffering from insomnia.
Trina is no longer distorted.
Trina deactivates Fiery Hands.
Trina deactivates Shock Hands.
Trina is no longer being ravaged.
Trina has recovered from poor sleep.
Trina's skin returns to normal.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Ravage from Dreaming horror killed Trina!
Saving done.
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Personal New Achievement: Fool of a Took!!
Saving game...