











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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 OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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. 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 Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 19 / 85% |
| Size | small |
| Lifes / Deaths | Killed by Silylle the blue crystal at level 11 on the 2nd Decay 122nd year of Ascendancy at 11:48 0 / 6Killed by Silylle the blue crystal at level 11 on the 2nd Decay 122nd year of Ascendancy at 12:06 Killed by Xerimina the drem master at level 12 on the 6th Allure 123rd year of Ascendancy at 19:37 Killed by gloomy giant venus flytrap at level 12 on the 2nd Regrowth 123rd year of Ascendancy at 09:07 Killed by dredge at level 18 on the 38th Regrowth 123rd year of Ascendancy at 07:55 Killed by Aerayatira the slaver at level 19 on the 49th Dusk 123rd year of Ascendancy at 05:12 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 61 (base 37) |
| Constitution | 24 (base 14) |
| Magic | 28 (base 16) |
| Willpower | 10 (base 10) |
| Cunning | 46 (base 39) |
Resources
| Life | -104/626 |
| Stamina | 123/204 |
| Healing Factor | 1.2672674059366 |
| Regeneration | 5.3858864752306 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 36.323645669319 |
| See Invisible | 36.323645669319 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 50 |
| Crit Chance | 25% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 50 |
| Crit Chance | 26% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Mind | +10% |
| Physical | +32% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +5% |
| Physical | +20% |
| Lightning | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (38.594633868923%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 26 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Lightning | + 20%( 70%) |
| Nature | + 20%( 70%) |
| Darkness | + 23%( 70%) |
| Blight | + 20%( 70%) |
| Physical | + 37%( 70%) |
| Mind | + 31%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 22% |
| Silence Resistance | 29% |
| Confusion Resistance | 26% |
| Stun Resistance | 45% |
| Pinning Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 135 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 483% 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 Constitution stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by large brown snake. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed vial of wight ectoplasm. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed giant spider spinneret. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +29% Confus- +26% Stun/Frz- +25% A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 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 | linen wizard hat 'Dazzlepulverizer' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold +11% physical Res.pen +5% light Melee Ret 4 light 2 cold ----- def ----- Defense +1 (+0 eff.) Resists +9% mind +11% physical A pointy cloth hat, very wizardly... |
| On hands | Glitha (0 def, 7 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Con dps ---------- Res.pen +5% physical ----- def ----- Armour +7 Resists +2% physical Mind.save +7 (+4 eff.) Die.at -40.00 life Max.HP +46.00 ---------- misc Stam/turn +3.00 Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm wand of shielding 'Voidbore' [power 128] (15/17 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% Phys.pwr +15 (+5 eff.) Dmg.mod +3% darkness +9% physical On Hit (Melee): * 10 arcane resource burn Create a shield absorbing up to 128 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 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. |
| On fingers | NOTE: magwizard's steel ring of tenacity 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +25.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| On fingers | steel ring of the mountain (+12%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical Rings make your fingers look great! |
| Around neck | gold amulet 'Stormlash'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Res.pen +5% lightning ----- def ----- Armour +6 Resists +6% nature Die.at -20.00 life Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Cun, 50% Dex, 15% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 74.30 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +33.00 A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex, 0% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Emath (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +1% physical +6% blight Max.HP +32.00 HP.reg +4.00 Heal.mod +15% Poison- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Grinulin the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +10% mind Res.pen +15% physical ----- def ----- Resists +6% lightning +10% mind +11% all Spell.save +12 (+6 eff.) ---------- misc Max.stam +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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..." |
movement infusion of the sneak (speed 647%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 647% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
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) Won't Break Stealth 100% 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. |
shatter afflictions rune of the duelist (absorb 81; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 81 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Glitterorder the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Melee Ret 2 light ----- def ----- Defense +25 (+8 eff.) Resists +10% temporal Pinning- +23% Knockbk- +20% ---------- misc Max.stam +20.00 Amulets make your neck look great! |
NOTE: stn/frzcopper amulet 'Growdredge' 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +12% darkness On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Resists +11% lightning Mind.save +3 (+2 eff.) Stun/Frz- +23% Amulets make your neck look great! |
NOTE: constarlit copper amulet of constitution (+2) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% light +10% darkness Blind- +22% Amulets make your neck look great! |
Quenchroar0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) Melee Ret 6 cold ----- def ----- Defense +5 (+1 eff.) ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
NOTE: conBrenoharahell the steel ring 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +3% cold +3% fire Phys.save +6 (+6 eff.) Disease- +20% Pinning- +20% Rings make your fingers look great! |
Glorugara the Singewill0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Dex +5 Wil +9 Cun dps ---------- Mind.pwr +7 (+4 eff.) Res.pen +15% fire Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Resists +3% darkness +9% cold Mind.save +7 (+4 eff.) Confus- +20% Rings make your fingers look great! |
steel greatsword (128% power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 128% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Loratohell the Lightningking (102% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Arcane Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit.r1 +6 fire While equipped: dps ---------- Dmg.mod +18% lightning +15% nature Melee Ret 8 lightning 6 nature Blunt and deadly. |
Gida the steel dagger (130% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 131% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +9.0% Atk.spd 100% On Hit.r1 +8 acid While equipped: dps ---------- Apr +6 Sharp, short and deadly. |
arcing steel dagger of massacre (119% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 120% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage Sharp, short and deadly. |
Flashraze the dwarven-steel dagger (116% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 116% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% Melee+ +9 mind On Hit: * 15% chance to reduce all saves and defense by 15 While equipped: Stats +2 Mag +3 Wil +3 Cun dps ---------- Dmg.mod +3% physical Melee Ret 8 fire ---------- misc Stam/turn +1.00 Sharp, short and deadly. |
Sparkmaster (116% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 116% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +8 lightning On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mind.pwr +30 (+15 eff.) ----- def ----- Mind.save +12 (+6 eff.) Sharp, short and deadly. |
deadly pouch of steel shots of accuracy (21/21, 125% power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 126% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +2 Crit +4.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
NOTE: magVestments of the Conclave (0 def, 0 armour) 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+7 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
NOTE: magfocusing woollen robe of protection (2 def, 3 armour) 2.0 T2 cloth armor [Ego] Master/Psionic While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +3 Defense +2 (+0 eff.) Resists +9% all Phys.save +17 (+11 eff.) ---------- misc Mana/turn +0.11 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bokyvon (11 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Res.pen +15% physical ----- def ----- Armour +6 Defense +11 (+3 eff.) Resists +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
NOTE: conElorabrenor (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +3% temporal Mind.save +3 (+2 eff.) Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
NOTE: conlinen cloak 'Dawntrencher' (1 def, 7 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +2 Con dps ---------- Res.pen +15% light ----- def ----- Armour +7 Defense +1 (+0 eff.) Resists +12% cold ---------- misc See.Invis +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
NOTE: magthick linen cloak of the Shaloren (1 def, 5 armour) 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Armubers' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Str +1 Con dps ---------- Crit.mult +10.00% Spell.pwr +4 (+2 eff.) Dmg.mod +3% physical Acc +5 (+2 eff.) ----- def ----- Armour +1 Die.at -60.00 life A pair of boots made of leather. |
NOTE: con/magpair of hardened leather boots 'Issorig' (0 def, 3 armour) 2.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Str +2 Mag +4 Wil +4 Con dps ---------- Res.pen +10% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +3 Resists +11% lightning +8% temporal A pair of boots made of leather. |
pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 21 cooldown Level 1.3 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 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. |
Thundernigh (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +5 Dex dps ---------- Dmg.mod +12% light Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness +9% lightning Crit.chn- 10.00% ---------- misc Infravis +2 See.Invis +12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Level 2.6 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
NOTE: constabilizing rough leather cap of constitution (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+8 eff.) A cap made of leather. |
drakeskin leather cap 'Glacierquill' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +5 Dex dps ---------- Dmg.mod +3% acid Res.pen +15% cold Apr +6 Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Armour +5 Fatigue +5% Resists +3% acid +27% light +28% darkness A cap made of leather. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 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. |
4 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. |
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. |
3 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. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
231 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. |
NOTE: conEilinikira 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +9% arcane Apr +2 ----- def ----- Phys.save +3 (+3 eff.) Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 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. |
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. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By Silent the Halfling Rogue level 3
76th Pyre 122nd year of Ascendancy at 16:07 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Silent the Halfling Rogue level 10
70th Haze 122nd year of Ascendancy at 01:08 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Silent the Halfling Rogue level 10
25th Haze 122nd year of Ascendancy at 04:15 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Silent the Halfling Rogue level 19
64th Regrowth 123rd year of Ascendancy at 18:13 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Silent the Halfling Rogue level 10
64th Haze 122nd year of Ascendancy at 05:04 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Silent the Halfling Rogue level 11
79th Haze 122nd year of Ascendancy at 03:21 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Silent the Halfling Rogue level 17
27th Regrowth 123rd year of Ascendancy at 14:42 see stats
Log
Aerayatira the slaver casts Throw Bomb.
Aerayatira the slaver hits Silent for 82 cold damage.
Talent Flurry is ready to use.
Isligabeth the slaver loses 7 health to the entropy.
Golem (servant of Aerayatira the slaver) is overloaded with power.
Silent is no longer evading attacks.
Silent activates his elm wand of shielding 'Voidbore'!
A shield forms around Silent.
Isligabeth the slaver casts Netherblast.
Isligabeth the slaver loses 4 health to the entropy.
Isligabeth the slaver casts Manathrust.
Silent reacts to damage from Isligabeth the slaver, mitigating the blow!.
Isligabeth the slaver hits Silent for (29 reacted , -4 stam), (106 absorbed), 0 arcane (0 total damage).
Isligabeth the slaver loses 4 health to the entropy.
Isligabeth the slaver loses 4 health to the entropy.
Vorulaith the slaver casts Manathrust.
Vorulaith the slaver's spell attains critical power!
Silent reacts to damage from Vorulaith the slaver, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Silent crumbles.
Silent tries to evade attacks.
Silent reacts to damage from Something, mitigating the blow!.
Vorulaith the slaver hits Silent for (40 reacted , -4 stam), (22 absorbed), 127 arcane (127 total damage).
Something hits Silent for (37 reacted , -4 stam), 130 lightning (130 total damage).
Silent the level 19 halfling rogue was volted to death by Aerayatira the slaver on level 2 of Ring of Blood.








































































































