





Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Items Vault 1.7.0Donators/Buyers bonus! No Ambient Sounds 1.7.4Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting. Enjoy the sweet sound of silence~ https://github.com/sandertyu/tome-no-ambient-sounds ---Changelog--- Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Anorithil |
| Level / Exp | 6 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by elven mage at level 6 on the 79th Pyre 122nd year of Ascendancy at 07:27 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 13 (base 13) |
| Magic | 31 (base 29) |
| Willpower | 13 (base 10) |
| Cunning | 16 (base 15) |
Resources
| Life | -7/156 |
| Positive | 45/65 |
| Negative | 36/65 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 11 |
| Accuracy | 5 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 7 |
| Spell Save | 15 |
| Mental Save | 10 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
Equipment
| Tool | [vs. focusing elm totem of healing [power 110] (15 cooldown) (Tool)]focusing elm totem of healing [power 110] (15 cooldown) 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| Light source | [vs. brass lantern (Light source)]brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
| Main armor | [vs. linen robe (0 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7%(-) all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | [vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]elm starstaff (10-12 power, 2 apr, light element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 (-) Critical Rate +2.5% (-) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +1% (-) Spellpower +3 (+2 eff.) (-) Damage +10%(-) light other ------- Talents +1.00(-) Command Staff Staves designed for wielders of magic, by the greats of the art. |
Inventory
healing infusion (heal 40; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 81; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 81 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 493%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 493% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 87; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 87 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Rune: Blink (on body)]blink rune of the wizard (range 4; phase 14; cd 14) 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 14(-2) Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4(+1) 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 14%(-1%), your defense is increased by 14(-1) and all your resistances by 14%(-1%). Its effects scale with your +Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shatter Afflictions (on body)]shatter afflictions rune (absorb 22; cd 19) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19(+1) 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 22(-28) 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Erelaralach'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +10% light When Hit 4 arcane defense ------ Resistance +20% light Mind save +9 (+9 eff.) Rings make your fingers look great! |
marksman's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+6 eff.) defense ------ Blind Resist +21% other ------- Infravision +3 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]Sewermire (10-12 power, 2 apr, acid element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 (-) Critical Rate +2.5% (-) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +1% (-) Spellpower +3 (+2 eff.) (-) Damage +10% acid +6% fire +3%(-7%) light Ignore resists +10% fire When Hit 6 nature defense ------ Defense +5 (+5 eff.) other ------- Light +2 Talents +1.00(-) Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 78.29 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]elm magestaff 'Aerikor' (10-12 power, 2 apr, fire element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 (-) Critical Rate +2.5% (-) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +1% (-) Spellpower +3 (+2 eff.) (-) Damage +9% acid +10% fire +0%(-10%) light Ignore resists +5% temporal defense ------ Life +20.00 Disarm Resist +10% other ------- Mana/turn +0.10 Max mana +32.00 Talents +1.00(-) Command Staff Staves designed for wielders of magic, by the greats of the art. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]Armykor the Glitterroar (24-37 power, 1 apr) 5.0 Encumbrance T1 greatmaul 2H weapon Reqs Str 11 [Rare] Master Weapon Damage 24.5 - 36.8(+14.5 - +24.8) Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 (-1) Critical Rate +0.5% (-2.0%) Attack Speed 100% (-) On-crit, radius 2 +4 lightning While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light Ignore resists +10% darkness other ------- Light +3 Talents +0(+-1) Command Staff Massive two-handed mauls. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]thought-forged iron greatmaul of daylight (18-28 power, 1 apr) 5.0 Encumbrance T1 greatmaul 2H weapon Reqs Str 11 [Ego] Arcane/Psionic Weapon Damage 18.5 - 27.8(+8.5 - +15.8) Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 (-1) Critical Rate +0.5% (-2.0%) Attack Speed 100% (-) On-hit +7 mind +7 light Damage Against +7% Undead On Hit: * 14% chance to reduce all saves and defense by 10 While equipped: Stats +3 Cun +2 Wil offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light other ------- Talents +0(+-1) Command Staff Massive two-handed mauls. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]iron greatsword (14-22 power, 1 apr) 3.0 Encumbrance T1 greatsword 2H weapon Reqs Str 11 [Normal] Weapon Damage 13.5 - 21.6(+3.5 - +9.6) Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 (-1) Critical Rate +2.5% (-) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light other ------- Talents +0(+-1) Command Staff Massive two-handed swords. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]balanced coral trident of massacre (20-32 power, 6 apr) 3.0 Encumbrance T1 trident 2H weapon Reqs Str 11 [Ego] Master Weapon Damage 20.0 - 32.0(+10.0 - +20.0) Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 (+4) Critical Rate +1.5% (-1.0%) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light Accuracy +9 (+9 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +28% other ------- Talents +0(+-1) Command Staff A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]coral trident (12-19 power, 6 apr) 3.0 Encumbrance T1 trident 2H weapon Reqs Str 11 [Normal] Weapon Damage 12.0 - 19.2(+2.0 - +7.2) Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 (+4) Critical Rate +1.5% (-1.0%) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light other ------- Talents +0(+-1) Command Staff A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]coral trident (13-21 power, 6 apr) 3.0 Encumbrance T1 trident 2H weapon Reqs Str 11 [Normal] Weapon Damage 13.0 - 20.8(+3.0 - +8.8) Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 (+4) Critical Rate +1.5% (-1.0%) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light other ------- Talents +0(+-1) Command Staff A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]coral trident (14-22 power, 6 apr) 3.0 Encumbrance T1 trident 2H weapon Reqs Str 11 [Normal] Weapon Damage 13.5 - 21.6(+3.5 - +9.6) Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 (+4) Critical Rate +1.5% (-1.0%) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light other ------- Talents +0(+-1) Command Staff A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]coral trident (13-21 power, 6 apr) 3.0 Encumbrance T1 trident 2H weapon Reqs Str 11 [Normal] Weapon Damage 13.0 - 20.8(+3.0 - +8.8) Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 (+4) Critical Rate +1.5% (-1.0%) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light other ------- Talents +0(+-1) Command Staff A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]hateful coral trident of paradox (14-22 power, 6 apr) 3.0 Encumbrance T1 trident 2H weapon Reqs Str 11 [Ego] Arcane/Psionic Weapon Damage 13.5 - 21.6(+3.5 - +9.6) Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 (+4) Critical Rate +1.5% (-1.0%) Attack Speed 100% (-) On-hit +9 darkness +7 temporal Damage Against +7% Living While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light defense ------ Resistance +7% temporal other ------- Talents +0(+-1) Command Staff A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]Armarerak the iron mace (12-17 power, 2 apr) 3.0 Encumbrance T1 mace 1H weapon Reqs Str 11 [Rare] Psionic Weapon Damage 12.0 - 16.8(+2.0 - +4.8) Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 (-) Critical Rate +0.5% (-2.0%) Attack Speed 100% (-) On-hit +7 mind On Hit: * 12% chance to reduce all saves and defense by 10 While equipped: Stats +2 Cun +1 Wil offense ------ Physical Crit +1.0% Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light +3% physical defense ------ Resistance +6% nature other ------- Stamina/turn +2.00 Talents +0(+-1) Command Staff Blunt and deadly. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]arcing iron mace of erosion (13-18 power, 2 apr) 3.0 Encumbrance T1 mace 1H weapon Reqs Str 11 [Ego] Arcane/Nature Weapon Damage 13.0 - 18.2(+3.0 - +6.2) Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 (-) Critical Rate +0.5% (-2.0%) Attack Speed 100% (-) On-hit +5 nature On Hit: + 25% chance for lightning to strike from the target to a second target dealing 45 damage While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light other ------- Talents +0(+-1) Command Staff Blunt and deadly. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]iron mace (12-17 power, 2 apr) 3.0 Encumbrance T1 mace 1H weapon Reqs Str 11 [Normal] Weapon Damage 12.0 - 16.8(+2.0 - +4.8) Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 (-) Critical Rate +0.5% (-2.0%) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light other ------- Talents +0(+-1) Command Staff Blunt and deadly. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]balanced iron waraxe of erosion (11-15 power, 2 apr) 3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 11 [Ego] Nature/Master Weapon Damage 11.0 - 15.4(+1.0 - +3.4) Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 (-) Critical Rate +3.5% (+1.0%) Attack Speed 100% (-) On-hit +5 nature While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light Accuracy +6 (+6 eff.) defense ------ Defense +5 (+5 eff.) Disarm Resist +22% other ------- Talents +0(+-1) Command Staff One-handed war axes. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]iron dagger (10-13 power, 5 apr) 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Normal] Weapon Damage 10.0 - 13.0(+0.0 - +1.0) Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 (+3) Critical Rate +4.0% (+1.5%) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light other ------- Talents +0(+-1) Command Staff Sharp, short and deadly. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]horrifying mossy mindstar of life (2-3 power, 12 apr, nature damage) 3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8(-7.5 - -9.2) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 (+10) Critical Rate +2.5% (-) Attack Speed 100% (-) While equipped: offense ------ Spell Crit +0% (-1%) Mind Crit +1% Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Mindpower +2 (+2 eff.) On-Hit 3 mind 3 darkness Damage +0%(-10%) light +3% mind +2% darkness defense ------ Life +10.00 Life Regen +0.60 other ------- Talents +1 Attune Mindstar +0(+-1) Command Staff 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. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]elm longbow of fire 4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 11 Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +0 (-2) Critical Rate +0.0% (-2.5%) Attack Speed 100% (-) Range +6 On-ranged-hit +9 fire While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +0%(-10%) light +14% fire other ------- Talents +0(+-1) Command Staff Longbows are used to shoot arrows at your foes. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]elm longbow of lightning 4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 11 Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +0 (-2) Critical Rate +0.0% (-2.5%) Attack Speed 100% (-) Range +6 On-ranged-hit +9 lightning While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +12% lightning +0%(-10%) light other ------- Talents +0(+-1) Command Staff Longbows are used to shoot arrows at your foes. |
[vs. elm starstaff (10-12 power, 2 apr, light element) (In main hand)]rough leather sling of acid 4.0 Encumbrance T1 sling 1H weapon Reqs Dex 11 Shoot [Ego] Arcane Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +0 (-2) Critical Rate +0.0% (-2.5%) Attack Speed 100% (-) Range +6 On-ranged-hit +5 acid While equipped: offense ------ Spell Crit +0% (-1%) Spellpower +0 (+0 eff.) (-3 (-2 eff.)) Damage +8% acid +0%(-10%) light other ------- Talents +0(+-1) Command Staff Slings are used to hurl stones or metal shots at your foes. |
thought-forged quiver of elm arrows of accuracy (20/20, 14-19 power, 5 apr)3.0 Encumbrance T1 arrow ammo Reqs Dex 11 [Ego] Master/Psionic Weapon Damage 13.5 - 18.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +5 Critical Rate +1.0% Capacity 20 Auto Reload 6 On-ranged-hit +9 mind On Hit: * 17% chance to reduce all saves and defense by 10 Arrows are used with bows to pierce your foes to death. |
iron shield (0 def, 2 armour, 18 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training ,Str 11 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
reinforced iron shield of fire resistance (+15%) (0 def, 3 armour, 42 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training ,Str 11 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +3 Fatigue +8% Resistance +15% fire other ------- Talents +1 Block Handheld deflection devices. |
reinforced iron shield of lightning resistance (+16%) (0 def, 3 armour, 44 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training ,Str 11 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +3 Fatigue +8% Resistance +16% lightning other ------- Talents +1 Block Handheld deflection devices. |
[vs. linen robe (0 def, 0 armour) (Main armor)]Anylar the linen robe (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +3 Mag offense ------ Damage +11% lightning +3% temporal Ignore resists +5% arcane defense ------ Resistance +16% lightning +7%(-) all other ------- Max mana +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. linen robe (0 def, 0 armour) (Main armor)]Robes of Deflection (0 def, 7 armour) 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+2 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7%(-) all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
[vs. linen robe (0 def, 0 armour) (Main armor)]linen robe of blight (+10%) (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% blight defense ------ Resistance +10% blight +7%(-) all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. linen robe (0 def, 0 armour) (Main armor)]shimmering linen robe of the mind (+10%) (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Damage +10% mind +10% arcane defense ------ Resistance +10% mind +7%(-) all other ------- Max mana +19.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. linen robe (0 def, 0 armour) (Main armor)]rejuvenating rough leather armour (3 def, 2 armour) 9.0 Encumbrance T1 light armor Reqs Str 10 [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +0%(-7%) all Life Regen +2.00 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
[vs. linen robe (0 def, 0 armour) (Main armor)]Gloruma the Umbrarot (2 def, 4 armour) 14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training ,Str 14 [Rare] Nature While equipped: Stats +1 Dex offense ------ Damage +9% mind defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +3% darkness +0%(-7%) all Life +20.00 A suit of armour made of mail. |
[vs. linen robe (0 def, 0 armour) (Main armor)]iron plate armour (0 def, 7 armour) 17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Normal] While equipped: defense ------ Armor +7 Fatigue +22% Resistance +0%(-7%) all A suit of armour made of metal plates. |
rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Mind save +6 (+6 eff.) A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots of speed (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +2 other ------- Infravision +1 A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +3 Fatigue -3% Physical save +5 (+5 eff.) other ------- Encumbrance +21 Stamina/turn +0.40 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+2 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 Encumbrance 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 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. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
63 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 Encumbrance 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. |
[vs. focusing elm totem of healing [power 110] (15 cooldown) (Tool)]overpowered iron torque of gale force [power 150] (22 cooldown) 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Eliadaralet the Shalore Anorithil level 4
78th Pyre 122nd year of Ascendancy at 01:21 see stats
Log
Eliadaralet casts Searing Light.
Eliadaralet hits Elven mage for 82 light damage.
Elven mage casts Shock.
Elven mage's Shock hits Eliadaralet for 105 lightning damage.
Eliadaralet is dazed!
Eliadaralet's light area effect hits Elven mage for 17 light damage.
Eliadaralet casts Rune: Shielding.
A shield forms around Eliadaralet.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Eliadaralet casts Moonlight Ray.
Eliadaralet hits Elven mage for 23 darkness damage.
Elven mage casts Timeless.
Elven mage casts Shock.
Your shield crumbles under the damage!
The shield around Eliadaralet crumbles.
Elven mage's Shock hits Eliadaralet for (100 absorbed), 20 lightning (20 total damage).
Eliadaralet's light area effect hits Elven mage for 17 light damage.
Eliadaralet casts Healing Light.
Eliadaralet receives 93 healing.
Elven mage casts Earthen Missiles.
Eliadaralet is not dazed anymore.
Eliadaralet starts to bleed.
Elven mage's Earthen Missiles hits Eliadaralet for 56 physical, 9 physical (65 total damage).
Elven mage's Earthen Missiles hits Eliadaralet for 56 physical, 9 physical (65 total damage).
Eliadaralet the level 6 shalore anorithil was hacked apart to death by an elven mage on level 2 of Rhaloren Camp.





































































