









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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!) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 18 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Long-time Viewer at level 18 on the 1st Flare 122nd year of Ascendancy at 05:28 / 1 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 57 (base 44) |
| Constitution | 14 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 36 (base 33) |
Resources
| Life | -123/414 |
| Stamina | 56/161 |
| Healing Factor | 1.2372895330003 |
| Regeneration | 4.0211909822511 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 28.894014938291 |
| See Invisible | 28.894014938291 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 62 |
| Crit Chance | 12% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +10% |
| Acid | +15% |
| Mind | +6% |
| Darkness | +3% |
Defense: Base
| Armour (hardiness) | 10 (57.155997060385%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 27 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 14%( 70%) |
| Darkness | + 14%( 70%) |
| Mind | + 18%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 22% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 442% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You 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 | Dairyromigar (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +1 Wil +6 Lck dps ---------- Dmg.mod +6% mind ----- def ----- Armour +1 Spell.save +6 (+3 eff.) Stealth +5 Heal.mod +20% ---------- misc Infravis +1 A pair of boots made of leather. |
| Quiver | acidic quiver of elm arrows of accuracy (17/17, 12-17 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane/Master Power 12.0 - 16.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +1.0% Capacity 17 On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Arrows are used with bows to pierce your foes to death. |
| On hands | corrosive hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 acid Dmg.mod +3% acid Acc +13 (+3 eff.) ----- def ----- Armour +2 Resists +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| Tool | focusing elm totem of summon tentacle [power 105] (22 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 111 Armor: 0 All Resist: 0 Puts all charms on 22 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
| On fingers | psionicist's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+5 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | clarifying copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% mind Confus- +22% Amulets make your neck look great! |
| In main hand | mighty elm longbow of acid4.0 T1 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +8 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +12% acid Longbows are used to shoot arrows at your foes. |
| Main armor | shimmering woollen robe of protection (3 def, 2 armour)2.0 T2 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +9% all Phys.save +17 (+8 eff.) ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Duskslicer2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +4 Resists +3% blight +6% darkness Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Around waist | Fuloldil the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +3% blight Spell.save +6 (+3 eff.) Mind.save +9 (+4 eff.) ---------- misc Max.hate +2.00 Size +1 A belt that goes around your waist. |
Inventory
regeneration infusion of the wizard (heal 123; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 123 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the sneak (range 5; phase 16; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the warrior (regen 919% over 10 turns; mana 46; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 919% for 10 turns (0 total) and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash vilestaff of might (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+5 eff.) Dmg.mod +15% acid ----- def ----- Armour +2 Hardiness +3% Phys.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff (19-23 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+6 eff.) Dmg.mod +19% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+6 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cobranight the dwarven-steel battleaxe (32-49 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Disrupt Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 nature On Hit: * 10 arcane resource burn * 12% chance to slow global speed by 42% While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Resists +6% fire +5% arcane +3% cold Massive two-handed battleaxes. |
balanced steel greatsword of daylight (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 light Against +12% Undead While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +31% Massive two-handed swords. |
hateful steel longsword of massacre (20-29 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Master/Psionic Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 darkness Against +5% Living Sharp, long, and deadly. |
steel mace (16-22 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Normal] Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
steel waraxe (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Normal] Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe of erosion (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Nature Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 nature One-handed war axes. |
blooming vined mindstar of clarity (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +3 (+1 eff.) Heal.mod +12% Heal/summ +18 ---------- misc Max.psi +18.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
yew longbow4.0 T3 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
cured leather sling4.0 T2 sling 1H weapon [Normal] Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling of cold4.0 T2 sling 1H weapon [Ego] Arcane Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 cold While equipped: dps ---------- Dmg.mod +8% cold Slings are used to hurl stones or metal shots at your foes. |
deadly quiver of elm arrows (14/14, 23-32 power, 5 apr)3.0 T1 arrow ammo [Ego] Master Power 23.0 - 32.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 14 Arrows are used with bows to pierce your foes to death. |
acidic pouch of iron shots of accuracy (12/12, 14-17 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 12 On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Shots are used with slings to pummel your foes to death. |
flaming pouch of iron shots of accuracy (10/10, 14-17 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 10 On Hit.r1 +5 fire Shots are used with slings to pummel your foes to death. |
arcing pouch of steel shots of accuracy (15/15, 20-24 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 15 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage Shots are used with slings to pummel your foes to death. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
prismatic cured leather armour of lightning resistance (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +18% lightning +11% light +11% darkness A suit of armour made of leather. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Dazzlelord the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +5 Mag ----- def ----- Defense +12 (+4 eff.) Resists +3% light Crit.chn- 15.00% Stealth +9 ---------- misc Light +2 Infravis +2 A belt that goes around your waist. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal A pair of boots made of leather. |
miner's pair of hardened leather boots of speed (0 def, 5 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 ---------- misc Infravis +1 A pair of boots made of leather. |
miner's pair of iron boots (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +2 HP.reg +4.00 ---------- misc Stam/turn +0.60 Max.stam +17.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 7 darkness Dmg.mod +5% darkness +5% arcane ----- def ----- Armour +2 Resists +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
shielding linen wizard hat of time (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% temporal ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal Spell.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat of nature (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Defense +2 (+0 eff.) Resists +18% nature A pointy cloth hat, very wizardly... |
cleansing rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
cleansing iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Flashquarry the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 2 cold ----- def ----- Resists +3% darkness +5% arcane Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 239/400 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. |
ash totem of thorny skin [power 27] (17 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Fool of a Took! (Nightmare (Roguelike) difficulty)
Killed oneself as a halfling.By Long-time Viewer the Halfling Archer level 18
1st Flare 122nd year of Ascendancy at 05:28 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Long-time Viewer the Halfling Archer level 10
77th Pyre 122nd year of Ascendancy at 09:06 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Long-time Viewer the Halfling Archer level 12
78th Pyre 122nd year of Ascendancy at 16:08 see stats
Log
Long-time Viewer enters an evasive stance!
You don't see how to get there...
Long-time Viewer is no longer evading attacks.
Space around you starts to dissolve...
Long-time Viewer slows down.
Talent Scatter Shot is ready to use.
Talent Pin Down is ready to use.
Long-time Viewer uses Infusion: Regeneration.
Long-time Viewer starts regenerating health quickly.
Talent Sentinel is ready to use.
Long-time Viewer starts suffocating to death!
Long-time Viewer is suffocating.
Long-time Viewer tries to evade attacks.
Talent Infusion: Movement is ready to use.
Long-time Viewer stops regenerating health quickly.
Talent Infusion: Wild is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Long-time Viewer uses Infusion: Wild.
Long-time Viewer lessens the pain.
Personal New Achievement: Fool of a Took! (Nightmare (Roguelike) difficulty)!
Long-time Viewer the level 18 halfling archer suffocated to death on level 1 of Sandworm lair.
Space restabilizes around you.





























































































