










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.5.10Description 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: Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.5.0Official 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:
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.5.0Official 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 1.5.5Quality 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. Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.5.0Donators/Buyers bonus! Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.5.10This 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 Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 6 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Betimira the mean looking elven guard at level 6 on the 2nd Mirth 122nd year of Ascendancy at 00:52 / 1 |
Primary Stats
| Strength | 25 (base 25) |
| Dexterity | 11 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 30 (base 22) |
| Willpower | 13 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -1/188 |
| Positive | 35/35 |
| Stamina | 116/122 |
| Healing Factor | 0.95616107160753 |
| Regeneration | 0.23904026790188 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 22 |
| Crit Chance | 6% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +10% |
| Arcane | +3% |
Defense: Base
| Armour (hardiness) | 21 (60%) |
| Defense | 11 |
| Ranged Defense | 14 |
| Fatigue | 2 |
| Physical Save | 13 |
| Spell Save | 23 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 5%( 70%) |
| Cold | + 16%( 70%) |
| Lightning | + 21%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 32% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 134 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 104 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Weapon of Light |
| talent | Chant of Resistance |
| detrimental effect | Huge cut that bleeds, doing 11.60 physical damage per turn. Bleeding |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Huge cut that bleeds, doing 10.87 physical damage per turn and decreasing all heals received by 25%. Deep Wound |
| beneficial effect | Increases the effectiveness of all healing the target receives by 18%. Empowered Healing |
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves) | done |
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
| On feet | [vs. pair of iron boots of uncanny dodging (3 def, 3 armour) (On feet)]pair of iron boots of uncanny dodging (3 def, 3 armour) 3.0 T1 feet armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +3 (-) Defense +3 (+3 eff.) (-) Rng.Def +3 (+3 eff.) (-) Fatigue +2% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. bright brass lantern (Light source)]bright brass lantern 2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 (-) 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 | [vs. Cloud Caller (0 def, 0 armour) (On head)]Cloud Caller (0 def, 0 armour) 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10%(-) light +10%(-) lightning ----- def ----- Resists +10%(-) light +10%(-) lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 21.38 to 64.13 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| Tool | [vs. supercharged elm totem of thorny skin [power 21] (25 cooldown) (Tool)]supercharged elm totem of thorny skin [power 21] (25 cooldown) 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 21 and armour hardiness by 30% Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. warrior's copper ring of clarity (On fingers)]warrior's copper ring of clarity 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2(-) Str ----- def ----- Armour +4 (-) Mind.save +5 (+5 eff.) (-) Confus- +20% (-) Rings can have magical properties. |
| Around waist | [vs. grounding rough leather belt (Around waist)]grounding rough leather belt 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5%(-) lightning +5%(-) temporal A belt that goes around your waist. |
| In main hand | [vs. balanced iron battleaxe of daylight (14-21 power, 1 apr) (In main hand)]balanced iron battleaxe of daylight (14-21 power, 1 apr) 3.0 T1 battleaxe 2H weapon Reqs Str 11 [Ego] Arcane/Master Power 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 (-) Crit +4.5% (-) Atk.spd 100% (-) Melee+ +9(-) light Against +7% (-)Undead While equipped: dps ---------- Acc +9 (+6 eff.) (-) ----- def ----- Defense +7 (+7 eff.) (-) Disarm- +32% (-) Massive two-handed battleaxes. |
| On hands | [vs. iron gauntlets of magic (+3) (0 def, 1 armour) (On hands)]iron gauntlets of magic (+3) (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy Armour Training [Ego] Arcane While equipped: Stats +3(-) Mag dps ---------- Dmg.mod +3%(-) arcane ----- def ----- Armour +1 (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. Robes of Deflection (0 def, 7 armour) (Main armor)]Robes of Deflection (0 def, 7 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3(-) Mag +3(-) Con dps ---------- Spell.pwr +4 (+2 eff.) (-) ----- def ----- Armour +7 (-) Hardiness +30% (-) On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
| Cloak | [vs. thick linen cloak (1 def, 6 armour) (Cloak)]thick linen cloak (1 def, 6 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 (-) Defense +1 (+1 eff.) (-) Resists +10%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. copper amulet of cunning (+3) (Around neck)]copper amulet of cunning (+3) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3(-) Cun Amulets can have magical properties. |
Inventory
[vs. copper amulet of cunning (+3) (Around neck)]starlit copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +0(-3) Cun ----- def ----- Resists +11% light +11% darkness Blind- +21% Amulets can have magical properties. |
[vs. balanced iron battleaxe of daylight (14-21 power, 1 apr) (In main hand)]Apprentice Staff (10-12 power, 0 apr, cold element) 5.0 T1 staff 2H weapon Reqs Mag 15 [Unique] Arcane Power 10.0 - 12.0(-4.0 - -9.0) Arcane Uses 100% Mag Acc+ +2.5% procs dam / acc Apr +0 (-1) Crit +1.5% (-3.0%) Atk.spd 100% (-) Melee+ +0(-9) light Against +0% (-7% )Undead While equipped: dps ---------- Spell.crit +0% Spell.pwr +5 (+2 eff.) Dmg.mod +10% lightning +10% fire +10% arcane +10% cold Acc +0 (+0 eff.) (-9 (-6 eff.)) ----- def ----- Defense +0 (+0 eff.) (-7 (-7 eff.)) Resists +10% lightning +10% fire +10% arcane +10% cold Disarm- +0% (-32%) ---------- misc Talents +1 Command Staff Masteries +0.20 Spell/Ordered hedgemagic +0.20 Spell/Force A staff that has been carefully constructed for novices of the Art. |
[vs. balanced iron battleaxe of daylight (14-21 power, 1 apr) (In main hand)]iron battleaxe (12-18 power, 1 apr) 3.0 T1 battleaxe 2H weapon Reqs Str 11 [Normal] Power 12.0 - 18.0(-2.0 - -3.0) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 (-) Crit +4.5% (-) Atk.spd 100% (-) Melee+ +0(-9) light Against +0% (-7% )Undead While equipped: dps ---------- Acc +0 (+0 eff.) (-9 (-6 eff.)) ----- def ----- Defense +0 (+0 eff.) (-7 (-7 eff.)) Disarm- +0% (-32%) Massive two-handed battleaxes. |
[vs. balanced iron battleaxe of daylight (14-21 power, 1 apr) (In main hand)]acidic iron greatsword of massacre (23.5-37.6 power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Arcane/Master Power 23.5 - 37.6(+9.5 - +16.6) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 (-) Crit +2.5% (-2.0%) Atk.spd 100% (-) Melee+ +7 acid +0(-9) light Against +0% (-7% )Undead On Crit: + splashes the target with acid While equipped: dps ---------- Acc +0 (+0 eff.) (-9 (-6 eff.)) ----- def ----- Defense +0 (+0 eff.) (-7 (-7 eff.)) Disarm- +0% (-32%) Massive two-handed swords. |
[vs. balanced iron battleaxe of daylight (14-21 power, 1 apr) (In main hand)]iron greatsword (14.5-23.2 power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Normal] Power 14.5 - 23.2(+0.5 - +2.2) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 (-) Crit +2.5% (-2.0%) Atk.spd 100% (-) Melee+ +0(-9) light Against +0% (-7% )Undead While equipped: dps ---------- Acc +0 (+0 eff.) (-9 (-6 eff.)) ----- def ----- Defense +0 (+0 eff.) (-7 (-7 eff.)) Disarm- +0% (-32%) Massive two-handed swords. |
[vs. balanced iron battleaxe of daylight (14-21 power, 1 apr) (In main hand)]acidic coral trident of daylight (15-24 power, 6 apr) 3.0 T1 trident 2H weapon Reqs Str 11 [Ego] Arcane Power 15.0 - 24.0(+1.0 - +3.0) Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +6 (+5) Crit +1.5% (-3.0%) Atk.spd 100% (-) Melee+ +7(-2) light +7 acid Against +7% (-)Undead On Crit: + splashes the target with acid While equipped: dps ---------- Acc +0 (+0 eff.) (-9 (-6 eff.)) ----- def ----- Defense +0 (+0 eff.) (-7 (-7 eff.)) Disarm- +0% (-32%) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. balanced iron battleaxe of daylight (14-21 power, 1 apr) (In main hand)]flaming coral trident of massacre (20.5-32.8 power, 6 apr) 3.0 T1 trident 2H weapon Reqs Str 11 [Ego] Arcane/Master Power 20.5 - 32.8(+6.5 - +11.8) Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +6 (+5) Crit +1.5% (-3.0%) Atk.spd 100% (-) Melee+ +0(-9) light Against +0% (-7% )Undead On Hit.r1 +7 fire While equipped: dps ---------- Acc +0 (+0 eff.) (-9 (-6 eff.)) ----- def ----- Defense +0 (+0 eff.) (-7 (-7 eff.)) Disarm- +0% (-32%) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. balanced iron battleaxe of daylight (14-21 power, 1 apr) (In main hand)]iron mace (12-16.8 power, 2 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Normal] Power 12.0 - 16.8(-2.0 - -4.2) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 (+1) Crit +0.5% (-4.0%) Atk.spd 100% (-) Melee+ +0(-9) light Against +0% (-7% )Undead While equipped: dps ---------- Acc +0 (+0 eff.) (-9 (-6 eff.)) ----- def ----- Defense +0 (+0 eff.) (-7 (-7 eff.)) Disarm- +0% (-32%) Blunt and deadly. |
[vs. balanced iron battleaxe of daylight (14-21 power, 1 apr) (In main hand)]iron mace (13.5-18.9 power, 2 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Normal] Power 13.5 - 18.9(-0.5 - -2.1) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 (+1) Crit +0.5% (-4.0%) Atk.spd 100% (-) Melee+ +0(-9) light Against +0% (-7% )Undead While equipped: dps ---------- Acc +0 (+0 eff.) (-9 (-6 eff.)) ----- def ----- Defense +0 (+0 eff.) (-7 (-7 eff.)) Disarm- +0% (-32%) Blunt and deadly. |
[vs. balanced iron battleaxe of daylight (14-21 power, 1 apr) (In main hand)]Unerring Scalpel (15-19.5 power, 25 apr) 1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5(+1.0 - -1.5) Physical Uses 55% Dex, 45% Str Acc+ +0.5% APR / acc Apr +25 (+24) Crit +0.0% (-4.5%) Atk.spd 100% (-) Phasing +50% Melee+ +0(-9) light Against +0% (-7% )Undead While equipped: dps ---------- Acc +20 (+11 eff.) (+11 (+5 eff.)) ----- def ----- Defense +0 (+0 eff.) (-7 (-7 eff.)) Disarm- +0% (-32%) ---------- misc Masteries +0.20 Spell/Charnel Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
[vs. balanced iron battleaxe of daylight (14-21 power, 1 apr) (In main hand)]mossy mindstar (2.5-2.75 power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Normal] Nature Power 2.5 - 2.8(-11.5 - -18.3) Mind Uses 30% Wil, 10% Cun Acc uses Wil Apr +12 (+11) Crit +2.5% (-2.0%) Atk.spd 100% (-) Melee+ +0(-9) light Against +0% (-7% )Undead While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) Acc +0 (+0 eff.) (-9 (-6 eff.)) ----- def ----- Defense +0 (+0 eff.) (-7 (-7 eff.)) Disarm- +0% (-32%) 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. |
barbed pouch of iron shots of accuracy (20/20, 14-16.8 power, 1 apr)3.0 T1 shot ammo Reqs Dex 11 [Ego] Master Power 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +6 Apr +1 Crit +4.0% Capacity 20 Ranged+ +5 bleed On Crit: * wounds the target for 7 turns: 9 bleeding, 41% reduced healing Shots are used with slings to pummel your foes to death. |
iron shield (4 def, 2 armour, 9.5-11.4 power, 17.5 block)7.0 T1 shield armor Reqs Str 11 Heavy Armour Training 2 [Normal] When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
[vs. Robes of Deflection (0 def, 7 armour) (Main armor)]slimy linen robe of fire (+16%) (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Nature/Disrupt While equipped: Stats +0(-3) Mag +0(-3) Con dps ---------- Spell.pwr +0 (+0 eff.) (-4 (-2 eff.)) Dmg.mod +11% fire On Melee Ret: * Slows global speed by 3% * 4 arcane resource burn ----- def ----- Armour +0 (-7) Hardiness +0% (-30%) Resists +16% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Robes of Deflection (0 def, 7 armour) (Main armor)]iron mail armour of resilience (2 def, 4 armour) 14.0 T1 heavy armor Reqs Str 14 Heavy Armour Training [Ego] Nature While equipped: Stats +0(-3) Mag +0(-3) Con dps ---------- Spell.pwr +0 (+0 eff.) (-4 (-2 eff.)) ----- def ----- Armour +4 (-3) Hardiness +0% (-30%) Defense +2 (+2 eff.) Fatigue +12% Max.HP +20.00 A suit of armour made of mail. |
[vs. pair of iron boots of uncanny dodging (3 def, 3 armour) (On feet)]pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 (-2) Defense +0 (+0 eff.) (-3 (-3 eff.)) Rng.Def +0 (+0 eff.) (-3 (-3 eff.)) Fatigue +1% (-1%) A pair of boots made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]shielding linen wizard hat of darkness (+15%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +0%(-10%) lightning +10% darkness +0%(-10%) light ----- def ----- Defense +1 (+1 eff.) Resists +0%(-10%) lightning +15% darkness +0%(-10%) light Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
[vs. Cloud Caller (0 def, 0 armour) (On head)]rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Normal] While equipped: dps ---------- Dmg.mod +0%(-10%) light +0%(-10%) lightning ----- def ----- Armour +1 Fatigue +1% Resists +0%(-10%) light +0%(-10%) lightning A cap made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]insulating 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 dps ---------- Dmg.mod +0%(-10%) light +0%(-10%) lightning ----- def ----- Armour +3 Fatigue +5% Resists +0%(-10%) lightning +6% cold +0%(-10%) light +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
[vs. bright brass lantern (Light source)]brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 (-3) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Lost in translation (Roguelike)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Tetra the Shalore Sun Paladin level 3
77th Pyre 122nd year of Ascendancy at 23:04 see stats
Log
Tetra starts to bleed.
Betimira the mean looking elven guard hits Tetra for 11 physical, 6 acid, 5 fire, 7 physical, 6 acid, 5 fire, 4 fire, 7 blight, 6 acid, 5 fire, 5 blight, 6 acid, 5 fire, 4 fire (82 total damage).
Tetra casts Healing Light.
Tetra receives 90 healing.
Deep Wound from Betimira the mean looking elven guard hits Tetra for 7 physical damage.
Bleeding from Betimira the mean looking elven guard hits Tetra for 8 physical damage.
Tetra's sun path area effect hits Betimira the mean looking elven guard for 17 light damage.
Betimira the mean looking elven guard hits Tetra for 8 physical, 6 acid, 5 fire, 5 physical, 6 acid, 5 fire, 4 fire (39 total damage).
Tetra misses Betimira the mean looking elven guard.
Deep Wound from Betimira the mean looking elven guard hits Tetra for 7 physical damage.
Bleeding from Betimira the mean looking elven guard hits Tetra for 8 physical damage.
Tetra's sun path area effect hits Betimira the mean looking elven guard for 20 light damage.
Elven tempest casts Lightning.
Betimira the mean looking elven guard hits Tetra for 10 physical, 6 acid, 5 fire, 6 physical, 6 acid, 5 fire, 4 fire (41 total damage).
Elven tempest hits Tetra for 33 lightning damage.
Tetra casts Bathe in Light.
Deep Wound from Betimira the mean looking elven guard hits Tetra for 7 physical damage.
Bleeding from Betimira the mean looking elven guard hits Tetra for 8 physical damage.
A shield forms around Betimira the mean looking elven guard.
A shield forms around Tetra.
Tetra receives 11 healing from Tetra's healing light area effect.
Betimira the mean looking elven guard receives 14 healing from Tetra's healing light area effect.
Betimira the mean looking elven guard performs a melee critical strike against Tetra!
Your shield crumbles under the damage!
The shield around Tetra crumbles.
Betimira the mean looking elven guard performs a melee critical strike against Tetra!
Saving game...










































































