










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 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. 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.5.5Quality 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. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Bulwark |
| Level / Exp | 26 / 1% |
| Size | small |
| Lifes / Deaths | Killed by skeleton mage at level 26 on the 4th Pyre 123rd year of Ascendancy at 03:07 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 61 (base 55) |
| Dexterity | 15 (base 12) |
| Constitution | 67 (base 50) |
| Magic | 10 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -30/1064 |
| Stamina | 70/145 |
| Equilibrium | 17 |
| Healing Factor | 1.8707594936709 |
| Regeneration | 19.191196817249 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.7763568394003E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 101 |
| Accuracy | 33 |
| Crit Chance | 29% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Fire | +10% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 47.398910374342 (81.030927835052%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 35 |
| Physical Save | 61 |
| Spell Save | 35 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 43%( 76%) |
| Blight | + 59%( 76%) |
| Arcane | + 67%( 76%) |
| Cold | + 65%( 76%) |
| All | + 39%( 76%) |
| Darkness | + 55%( 76%) |
| Lightning | + 51%( 76%) |
| Temporal | + 44%( 76%) |
| Physical | + 42%( 76%) |
| Mind | + 43%( 76%) |
| Fire | + 60%( 76%) |
| Nature | + 51%( 76%) |
Defense: Immunities
| Disarm Resistance | 88% |
| Teleport Resistance | 20% |
| Stun Resistance | 100% |
| Pinning Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 601% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 172 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | True Grit |
| talent | Shield Wall |
| beneficial effect | The target's luck and cunning combine to grant it 17% higher critical chance and 17 saves. Halflings's Luck |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | You gain 46% resistance against arcane. Resolve |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 11 defense. Evasion |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lone alchemist from death by poison gas trap. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Willpower by +1. | done |
You failed to protect the lone alchemist from death by skeleton archer. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by vampire. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by treant. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
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 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 Shardskin. * 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 Possessed. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed storm wyrm claw. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of greater demon bile. * You've found the needed sandworm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 | restorative pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +1 Fatigue +1% HP.reg +1.70 Heal.mod +11% Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 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 | survivor's brass lantern of the zealot2.0 T1 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +6 (+1 eff.) Spell.save +7 (+3 eff.) Heal.mod +10% ---------- misc Light +2 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 | Hellskill the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +6 (+2 eff.) Dmg.mod +6% physical Res.pen +10% fire Acc +6 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +8% temporal +18% fire Phys.save +30 (+7 eff.) Max.HP +40.00 A cap made of leather. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | dwarven-steel pickaxe 'Shadowtaint' (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +20% darkness +25% nature Melee Ret 12 darkness On Hit (Melee): * Slows global speed by 30% * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% darkness ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+2 eff.) HP.reg +1.90 Stun/Frz- +24% Rings can have magical properties. |
| On fingers | mule's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +23.00 Disarm- +22% Pinning- +24% Knockbk- +21% ---------- misc Max.enc +23 Rings can have magical properties. |
| Around neck | serendipitous gold amulet of willpower (+10)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck +4 Wil dps ---------- Acc +13 (+6 eff.) ----- def ----- Defense +7 (+4 eff.) Unseen.red 13% Amulets can have magical properties. |
| In main hand | stralite longsword of amnesia (35.5-49.7 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Psionic Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | 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% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | linen cloak 'Galukalthosin' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +6% mind +6% lightning Teleport- +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 | radiant dwarven-steel plate armour of the dragon (5 def, 11 armour)17.0 T3 massive armor [Ego++] Nature While equipped: Stats +3 Str +4 Wil +3 Con dps ---------- Melee Ret 7 light ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +7% acid +5% physical +18% darkness +13% blight +6% fire +8% cold +6% lightning Disarm- +26% Stun/Frz- +20% Knockbk- +26% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
arcing iron longsword of paradox (12.5-17.5 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 lightning +7 temporal On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 7 temporal ----- def ----- Resists +5% temporal Sharp, long, and deadly. |
dwarven-steel longsword of purging (23-32.2 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Disrupt Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +11 nature On Hit: * 25% chance to remove a magical effect Sharp, long, and deadly. |
caustic steel waraxe of projection (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Nature/Psionic Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 10% chance to corrode armour by 30% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +7% acid ----- def ----- HP.reg +1.10 One-handed war axes. |
woollen robe 'Yareledas' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +11 Wil +10 Mag dps ---------- S.pwr/crit +8 Melee Ret 12 blight ---------- misc Mana/turn +0.15 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayuribeth (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +6 Dex +2 Mag +3 Wil +9 Lck dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Armour +3 Fatigue +3% Crit.dmg- 15.00% Stealth +9 Heal/summ +20 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature 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 24/24. 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 183.41 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. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 70.43 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (24% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 8.32 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Splendourtrail (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +12% light Melee Ret 8 darkness ----- def ----- Defense +2 (+1 eff.) Resists +20% light Spell.save +8 (+4 eff.) ---------- misc Light +3 A pointy cloth hat, very wizardly... |
hardened leather cap 'Cleanselace' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% nature +25% temporal ----- def ----- Armour +3 Fatigue +3% Resists +9% fire +20% nature +8% cold A cap made of leather. |
iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of strength (+3) (0 def, 4 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's rough leather cap of the depths (0 def, 3 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +8% cold ---------- misc Infravis +1 Breathe water A cap made of leather. |
Lorithel (2 def, 4 armour)14.0 T1 heavy armor [Rare] Master While equipped: Stats +5 Con dps ---------- Acc +4 (+2 eff.) Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +10% Resists +1% physical A suit of armour made of mail. |
iron shield of acid resistance (+16%) (4 def, 2 armour, 9.5-11.4 power, 22 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +16% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire Max.HP +42.00 ---------- misc Light +2 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Gloreleba [power 38] (25/20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Dex +1 Wil +2 Con ---------- misc Equi/ret +0.12 Light +2 See.Invis +12 Harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Dangdle the Halfling Bulwark level 20
10th Regrowth 123rd year of Ascendancy at 02:06 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Dangdle the Halfling Bulwark level 12
15th Dusk 122nd year of Ascendancy at 00:40 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Dangdle the Halfling Bulwark level 18
47th Haze 122nd year of Ascendancy at 14:55 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Dangdle the Halfling Bulwark level 17
42nd Haze 122nd year of Ascendancy at 19:50 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dangdle the Halfling Bulwark level 22
54th Regrowth 123rd year of Ascendancy at 07:47 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dangdle the Halfling Bulwark level 20
5th Allure 123rd year of Ascendancy at 00:05 see stats
Level 10 (Roguelike)
Got a character to level 10.By Dangdle the Halfling Bulwark level 10
3rd Flare 122nd year of Ascendancy at 07:23 see stats
Level 20 (Roguelike)
Got a character to level 20.By Dangdle the Halfling Bulwark level 20
6th Decay 122nd year of Ascendancy at 07:13 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Dangdle the Halfling Bulwark level 13
33rd Dusk 122nd year of Ascendancy at 01:27 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Dangdle the Halfling Bulwark level 9
2nd Summertide 122nd year of Ascendancy at 00:06 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dangdle the Halfling Bulwark level 18
66th Haze 122nd year of Ascendancy at 10:45 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Dangdle the Halfling Bulwark level 22
64th Regrowth 123rd year of Ascendancy at 20:56 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Dangdle the Halfling Bulwark level 18
65th Haze 122nd year of Ascendancy at 17:58 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Dangdle the Halfling Bulwark level 25
2nd Pyre 123rd year of Ascendancy at 03:20 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Dangdle the Halfling Bulwark level 18
48th Haze 122nd year of Ascendancy at 08:52 see stats
Log
Skeleton magus's spell attains critical power!
Skeleton magus is surging arcane power.
Dangdle tries to evade attacks.
Dangdle is invigorated by the attack!
Dangdle hits Skeleton warrior for 201 physical damage.
Skeleton magus hits Dangdle for 170 arcane damage.
Skeleton magus hits Will o' the wisp for 166 arcane damage.
Skeleton magus hits Skeleton mage for 256 arcane damage.
Dangdle killed Skeleton warrior!
Skeleton mage casts Manathrust.
Dangdle's mind surges with critical power!
Dangdle is invigorated by the attack!
Skeleton mage hits Will o' the wisp for 94 arcane damage.
Skeleton mage hits Dangdle for 66 arcane damage.
Dangdle is free from the hex.
Will o' the wisp explodes! Dangdle is enveloped in frost.
Dangdle is invigorated by the attack!
Will o' the wisp hits Dangdle for 79 cold damage.
Dangdle slows down.
Skeleton magus casts Flame.
Dangdle deflects the projectile from Skeleton magus to the southeast!
Weaver young is moving less freely.
Skeleton mage seems less powerful.
Skeleton mage casts Manathrust.
Dangdle's mind surges with critical power!
Dangdle is invigorated by the attack!
Skeleton mage seems less powerful.
Skeleton mage casts Flame.
Saving game...


















































































