











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Items Vault 1.7.6Donators/Buyers bonus! 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 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. 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 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Wyrmic |
| Level / Exp | 16 / 77% |
| Size | big |
| Lifes / Deaths | Killed by Cyrikira the sandworm at level 16 on the 50th Dusk 122nd year of Ascendancy at 06:19 / 1 |
Primary Stats
| Strength | 43 (base 36) |
| Dexterity | 18 (base 10) |
| Constitution | 21 (base 11) |
| Magic | 17 (base 10) |
| Willpower | 70 (base 40) |
| Cunning | 29 (base 10) |
Resources
| Life | -81/771 |
| Stamina | 117/305 |
| Equilibrium | 126 |
| Healing Factor | 1.444804467222 |
| Regeneration | 8.8961639942957 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 39 |
| Crit Chance | 24% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12.5 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +8% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
| Light | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 44.08934837382 (81.151787968034%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 37 |
| Physical Save | 29 |
| Spell Save | 33 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 38%( 70%) |
| All | 0%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 15%( 70%) |
| Physical | + 4%( 70%) |
| Lightning | + 7%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 198 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 114 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 Willpower stat. |
| 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
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by cave troll. Escort: repented thief (level 3 of Trollmire) | 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 |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Nador' (5 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Defense +5 (+1 eff.) Fatigue +2% Resists +5% arcane +3% acid Heal.mod +15% ---------- 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. |
| Light source | brass lantern 'Salurinne'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex +3 Wil ----- def ----- Armour +2 Defense +5 (+1 eff.) Phys.save +3 (+1 eff.) Max.HP +42.00 Heal.mod +10% Stun/Frz- +10% ---------- 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. |
| On head | Betildassra the Stormtickler (25 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Defense +25 (+8 eff.) Fatigue +5% Resists +6% lightning +3% light Max.HP +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 61.47 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Sulfurmarrow the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Res.pen +25% light +10% nature On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Resists +3% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | solipsist's copper ring0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
| On fingers | steel ring 'Islyda'0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +10 Wil +5 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +14 (+4 eff.) Mind.pwr +11 (+4 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Max.HP +20.00 Heal.mod +10% Rings make your fingers look great! |
| Around neck | copper amulet 'Elymira'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Lck +2 Cun dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +6% cold Spell.save +6 (+3 eff.) Unseen.red 11% Die.at -60.00 life ---------- misc See.Invis +9 Amulets make your neck look great! |
| In main hand | stralite mace 'Cinderwell' (36-51 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 36.5 - 51.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +9 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +10 Con +9 Wil dps ---------- Phys.crit +8.0% Dmg.mod +3% fire ----- def ----- Resists +12% cold +9% light +3% nature Max.HP +60.00 Blunt and deadly. |
| Around waist | Zuborin the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +6 Lck dps ---------- Phys.crit +1.0% ----- def ----- Armour +2 Resists +3% physical Stealth +6 Die.at -20.00 life ---------- misc T.Disarm +6 Max.stam +10.00 Infravis +4 A belt that goes around your waist. |
| In off hand | reinforced dwarven-steel shield of cold resistance (+17%) (0 def, 10 armour, 27-32 power, 104 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 27.0 - 32.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +104 While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Nightvenom the cashmere cloak (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Defense +10 (+3 eff.) Resists +3% light +6% darkness Phys.save +9 (+4 eff.) Spell.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel plate armour of natural resilience (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Disrupt While equipped: Stats +2 Wil ----- def ----- Armour +9 Fatigue +22% Resists +26% blight +10% nature +10% darkness D.Red.from +5% Unnatural ---------- misc Light +1 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the titan (heal 142; 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 142 life over 5 turns. Its effects scale with your Constitution 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 228; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 228 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. |
copper amulet 'Glorena'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +6% arcane +6% mind ----- def ----- Resists +10% fire +10% cold Amulets make your neck look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
iron battleaxe (11-16 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 11.0 - 16.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
steel greatmaul (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
Chamirokan (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Psionic Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: ----- def ----- Resists +1% physical +6% fire Spell.save +9 (+4 eff.) Blind- +20% Knockbk- +10% Sharp, long, and deadly. |
Magmagrinder (21-29 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 blight On Crit.r2 +16 fire On Hit: * 8% chance to reduce strength, dexterity, and constitution by 7 While equipped: dps ---------- Res.pen +10% fire +7% all Acc +6 (+2 eff.) Apr +7 ----- def ----- Resists +6% fire Sharp, long, and deadly. |
Khelefast the Galequake4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 acid While equipped: Stats +5 Str +5 Dex +5 Mag +6 Wil +3 Cun +5 Con dps ---------- Res.pen +20% lightning +10% mind +10% acid ----- def ----- Resists +12% lightning Slings are used to hurl stones or metal shots at your foes. |
earthen ash vilestaff of power (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [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 +2% Spell.pwr +13 (+4 eff.) Dmg.mod +15% darkness ----- def ----- Armour +6 Hardiness +2% Phys.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Smolderquell the iron waraxe (18-26 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +4 nature While equipped: dps ---------- Res.pen +10% mind +5% fire ----- def ----- Resists +9% fire One-handed war axes. |
flaming iron waraxe of daylight (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 light Against +5% Undead On Hit.r1 +6 fire One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Zeradas'1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +3 Mag +3 Wil +3 Con ----- def ----- Armour +8 Resists +10% acid +10% blight Crit.chn- 5.00% Die.at -40.00 life A belt that goes around your waist. |
Prismstone (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning Melee Ret 2 light ----- def ----- Defense +1 (+0 eff.) Resists +6% light +6% lightning Max.HP +33.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Wil dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bitir (15 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +4 Str +1 Con dps ---------- Phys.crit +1.0% Dmg.mod +17% acid +9% physical ----- def ----- Defense +15 (+5 eff.) Resists +25% acid +2% physical +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +7% acid +9% physical +7% fire +6% cold ----- def ----- Resists +12% acid +12% physical +11% fire +10% cold +9% all ---------- misc Mana/turn +0.15 Psi/turn +0.12 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
radiant rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 light Dmg.mod +3% arcane +3% light ----- def ----- Armour +1 Resists +6% light 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. |
stone warden's iron gauntlets (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +7 Hardiness +6% Fatigue +1% Resists +5% physical 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. |
Arotta the Sunnail (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% fire Melee Ret 6 fire ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning ---------- misc See.Invis +6 A cap made of leather. |
Glitterreign (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Dmg.mod +18% mind Res.pen +25% light ----- def ----- Defense +2 (+0 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.psi +10.00 A pointy cloth hat, very wizardly... |
Nightknight (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Con dps ---------- Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +5% arcane +6% fire ---------- misc Max.stam +30.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sunravager (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +3% light +6% fire Max.HP +60.00 Heal.mod +5% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness A pointy cloth hat, very wizardly... |
steel shield (0 def, 4 armour, 16-19 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
12 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. |
73 alchemist agate0.0 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. |
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. |
5 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
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. |
brass lantern 'Xanywyn'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% physical Res.pen +5% physical ----- def ----- Resists +2% physical Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Max.stam +10.00 Light +5 Infravis +1 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
yew wand of lightning storm 'Branaldil' [power 266] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% On Hit (Melee): * 10% chance to reduce armor by 17% ----- def ----- Armour +8 Resists +1% physical ---------- misc Max.stam +30.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (266 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
8 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. |
4 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By oel the Ogre Wyrmic level 10
6th Flare 122nd year of Ascendancy at 01:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By oel the Ogre Wyrmic level 10
6th Flare 122nd year of Ascendancy at 01:43 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By oel the Ogre Wyrmic level 5
1st Mirth 122nd year of Ascendancy at 17:12 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By oel the Ogre Wyrmic level 16
48th Dusk 122nd year of Ascendancy at 22:54 see stats
Log
Cyrikira the sandworm's corrosive acid area effect hits oel for 16 acid damage.
Cyrikira the sandworm is confused and fails to use Attack.
Oel uses Dissolve.
Cyrikira the sandworm slows down.
Cyrikira the sandworm's is vulnerable to attacks and effects!
Cyrikira the sandworm is weakened by the darkness!
Melee retaliation hits oel for 3 lightning, 6 cold, 3 lightning, 6 cold, 3 lightning, 6 cold, 3 lightning, 6 cold, 3 lightning, 6 cold, 3 lightning, 6 cold, 3 lightning, 6 cold, 2 lightning, 4 cold (65 total damage).
oel hits Cyrikira the sandworm for 6 acid, 4 nature, 0 acid, 7 acid, 4 nature, 0 acid, 4 acid, 4 nature, 0 acid, 4 acid, 4 nature, 0 acid (37 total damage).
Oel shrugs off the effect 'Corrode'!
Cyrikira the sandworm's corrosive acid area effect hits oel for 12 acid damage.
Oel is not stunned anymore.
Talent Assault is ready to use.
Talent Ice Claw is ready to use.
The unstable sand tunnel collapses!
Cyrikira the sandworm seems more focused.
You fail to use Ice Claw due to your equilibrium!
Oel shrugs off the effect 'Corrode'!
Cyrikira the sandworm's corrosive acid area effect hits oel for 13 acid damage.
Cyrikira the sandworm uses Blinding Powder.
Oel loses sight!
Oel is disabled.
Cyrikira the sandworm hits oel for damage.
Something hits oel for 26 acid damage.
Talent Perfect Strike is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Something hits oel for 29 acid, 5 nature, 6 lightning, 5 acid, 8 lightning, 28 acid, 5 nature, 6 lightning, 4 acid, 8 lightning, 28 acid, 5 nature, 6 lightning, 4 acid, 8 lightning, 29 acid, 5 nature, 6 lightning, 5 acid, 8 lightning (210 total damage).
oel the level 16 ogre wyrmic was volted to death by Cyrikira the sandworm on level 4 of Sandworm lair.


































































































