












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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. Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
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:
Improved Auto-explore and Rest 1.7.2Quality 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Corrupted Skeleton 1.7.6A few changes to skelly I thought would make it actually interesting to pick for some classes as it previously was easily the worst race because it didn't cover any of the weaknesses or encourage any synergies with any class. These changes make Skeleton focused a lot more on being a tank, which its talents originally hinted at. The first talent now gives a massive amount of physical saves that scale with constitution. This replaces the duration reduction of the third talent. The duration reduction is largely a useless stat if you can't get it to 100% reduction as debuffs are either "I don't care about this" or "I want this gone immediately." Immunities have typically always been the go to. Most classes have their immunites or debuff clears as their third or final talent, so putting this as the first talent gives some incentive to use this over Shalore. Originally it was going to be full physical debuff immunity like with Spine of the World but after some deliberation I figured this was too good. I kind of like the saves here as a way to demonstrate just how much is needed to be good. The numbers for this are chosen that provided you put in significant investment, it should provide excellent returns such that it's the only source of physical save needed on difficulties of insane or lower. The third talent now gives you the Corruption/Bone tree. This here because I thought this would be fun, and thematic. I got a bit of feedback that people wanted a mobility tree on Skeleton, but honestly I feel like that removes one of the interesting weaknesses of the class, that you are forced to use blink rune for mobility. This drawback provides some interesting decisions in what to select for your race and I think it should remain to encourage strategic building. Also: Reassemble now scales with Constitution. Both Bone Armour and Reassemble's descriptions have been updated to fully detail the things they scale with. They previously did not mention that they scale with your max HP. Classes that would be good with this skelly rework: Classes without a lot of defenses, classes with a lot of mobility, classes with the Corruption/Bone tree, classes that don't need to focus on 3 non-Constitution stats. Update 1.2.0 Also I fixed a couple of bugs. Learning the Bone talents now correctly gives the Vim resource bar and puts them on your hotbar automatically. 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. Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
Showing Items Tier in Inventory 1.7.2This 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 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: 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 Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. Visibly Distinct Subvaults 1.7.0Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Skirmisher |
| Level / Exp | 15 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by Glorita the copperhead snake at level 15 on the 1st Flare 122nd year of Ascendancy at 08:30 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 33 (base 30) |
| Constitution | 16 (base 15) |
| Magic | 13 (base 10) |
| Willpower | 12 (base 11) |
| Cunning | 38 (base 38) |
Resources
| Life | -144/316 |
| Stamina | 72/147 |
| Healing Factor | 1.1745771506545 |
| Regeneration | 1.4682214383181 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 1 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 50 |
| Crit Chance | 13% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +6% |
| Lightning | +12% |
| Light | +10% |
| Temporal | +4% |
| Darkness | +5% |
| Physical | +14% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +5% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 34 (63.594633868923%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 6.9238052216851 |
| Physical Save | 25 |
| Spell Save | 8 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 41%( 70%) |
| All | 0%( 70%) |
| Lightning | + 5%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 6%( 70%) |
| Fire | + 21%( 70%) |
| Darkness | + 19%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 439% 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 Magic stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.50 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
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 failed to protect the injured seer from death by Veledhemina the dozing black bear. Escort: injured seer (level 2 of Heart of the Gloom) | failed |
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 Shade. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. 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 black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' 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 warg claw. * You've found the needed red crystal shard. * You've found the needed snow giant kidney. | 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 | Flashhacker the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical Res.pen +5% light ----- def ----- Armour +1 Phys.save +6 (+3 eff.) HP.reg +1.00 Heal.mod +12% ---------- misc Stam/turn +3.00 A pair of boots made of leather. |
| Quiver | flaming pouch of steel shots of accuracy (7/16, 21-25 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 16 On Hit.r1 +5 fire Shots are used with slings to pummel your foes to death. |
| Light source | Frozenroar2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +1 Con dps ---------- Dmg.mod +3% cold ----- def ----- Crit.chn- 5.00% Max.HP +40.00 ---------- misc Light +3 See.Invis +9 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 | prismatic rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +11% light +10% darkness A cap made of leather. |
| On hands | storm rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 5 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Layyramina the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +12% acid +5% fire +9% darkness +6% light Phys.save +3 (+1 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | copper amulet 'Yarirath'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+3 eff.) Dmg.mod +5% darkness +4% temporal +4% light +5% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ---------- misc Equi/ret +0.04 Psi/ret +0.12 Hate/m.crit +1.00 Amulets make your neck look great! |
| In main hand | rough leather sling of lightning4.0 T1 sling 1H weapon [Ego] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 lightning While equipped: dps ---------- Dmg.mod +8% lightning Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Gilabar the Dayoracle1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Melee Ret 8 light On Hit (Melee): * 10% chance to reduce armor by 20% ----- def ----- Resists +6% fire +3% light +6% cold A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Brenasachak the Ebonyspawn (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% darkness Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold +5% arcane +9% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Adessra the Hazebrace (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold +3% fire Res.pen +5% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +9% cold +6% physical Phys.save +11 (+5 eff.) A suit of armour made of leather. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Drake's Bane (45-68 power, 21 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 14.00 to 42.00 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+4 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
nightruned rough leather belt of transcendence1.0 T1 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% light +5% darkness Phys.save +5 (+2 eff.) A belt that goes around your waist. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Serpentvenom the dwarven-steel gauntlets (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Melee+ 8 acid Dmg.mod +6% acid Res.pen +20% nature +5% cold Acc +30 (+10 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +7% acid Die.at -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
10 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
3 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. |
3 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+6 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 6 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 20% 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. |
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 (1/1)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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Anafer the Higher Skirmisher level 10
3rd Mirth 122nd year of Ascendancy at 00:45 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Anafer the Higher Skirmisher level 13
9th Mirth 122nd year of Ascendancy at 23:43 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Anafer the Higher Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 05:01 see stats
Log
Melee retaliation hits Shadow for 0 darkness, 17 light (17 total damage).
Shadow hits Anafer for 11 physical damage.
Bleeding from Anafer hits Large brown snake for 19 physical damage.
Anafer uses Noggin Knocker.
Anafer's Noggin Knocker hits Large brown snake for 45 physical damage.
Hummerhorn misses Anafer.
Anafer's Noggin Knocker killed Large brown snake!
Hummerhorn bites poison into Anafer.
Anafer redirects the effect 'Poison'!
Shadow is poisoned!
Hummerhorn hits Anafer for 5 nature damage.
Melee retaliation hits Hummerhorn for 6 darkness, 9 light (15 total damage).
Talent Infusion: Movement is ready to use.
Shadow casts Blindside.
Shadow misses Anafer.
Shadow casts Shadow Lightning.
Poison from Hummerhorn hits Shadow for 5 nature damage.
Shadow hits Anafer for 54 lightning damage.
Hummerhorn misses Anafer.
Anafer uses Kneecapper.
Hummerhorn resists being knocked down.
You collect a new ingredient: hummerhorn wing (1).
Anafer's Kneecapper hits Hummerhorn for 130 physical, 7 lightning, 5 fire (142 total damage).
Anafer's Kneecapper killed Hummerhorn!
Glorita the copperhead snake uses Willful Strike.
Glorita the copperhead snake's mind surges with critical power!
Glorita the copperhead snake hits Anafer for 122 physical damage.
Anafer the level 15 higher skirmisher was cleaved to death by Glorita the copperhead snake on level 1 of Old Forest.






































































