








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Nekomata race 1.5.10Adds the Nekomata race. Nekomata are human/cat hybrids who have superhuman agility and strange and miraculous powers. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Items Vault 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 21 / 40% |
Size | small |
Lifes / Deaths | Killed by Ivota the slaver at level 21 on the 3rd Mirth 122nd year of Ascendancy at 10:44 / 1 |
Primary Stats
Strength | 13 (base 13) |
Dexterity | 49 (base 43) |
Constitution | 27 (base 23) |
Magic | 23 (base 10) |
Willpower | 23 (base 10) |
Cunning | 43 (base 33) |
Resources
Life | -88/501 |
Stamina | 135/192 |
Healing Factor | 1.1294416243654 |
Regeneration | 14.654187244097 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -35% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -998 |
Infravision | 8 |
See Stealth | 54.659989316525 |
See Invisible | 60.659989316525 |
Stealth | 53.372498207851 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 54 |
Accuracy | 45 |
Crit Chance | 30% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 45 |
Crit Chance | 30% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12.5 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +18% |
Temporal | +15% |
Cold | +10% |
Fire | +11% |
Acid | +23% |
Offense: Damage Penetration
Physical | +12% |
Darkness | +11% |
Cold | +8% |
Temporal | +12% |
Defense: Base
Armour (hardiness) | 7 (70.376569037657%) |
Defense | 53 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 28 |
Mental Save | 40 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 18%( 70%) |
All | + 4%( 70%) |
Darkness | + 30%( 70%) |
Temporal | + 24%( 70%) |
Fire | + 13%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Disarm Resistance | 16% |
Poison Resistance | 23% |
Silence Resistance | 5% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 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 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stealth |
talent | Lacerating Strikes |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.6 and stamina regeneration by 2.6. Soothing Darkness |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 22 defense. Evasion |
detrimental effect | The target is on fire, taking 16.23 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
A compliation of all your achievements earnt. Heroic AchievementsYou are 7% of the way to your next Rank. You have killed: 5 Uniques 4 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Damage when hit (Melee): 12 darkness Changes stats: +3 Cun / +1 Mag Changes resistances: +12% darkness / +12% temporal Changes resistances penetration: +11% darkness / +12% temporal Changes damage: +12% darkness Grants telepathy: Demon/Minor Demon/Major Infravision radius: +2 Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% A pair of boots made of leather. |
Light source | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil / +1 Cun / +2 Con Changes resistances: +7% blight / +5% arcane / +6% darkness Critical mult.: +12.00% Spell save: +9 (+5 eff.) Mental save: +30 (+10 eff.) Silence immunity: +5% Life regen: +1.90 Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Light radius: +2 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 | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 temporal Changes stats: +4 Wil / +4 Mag Changes resistances: +16% acid / +3% temporal / +3% darkness Changes damage: +11% acid / +15% temporal / +6% darkness Equilibrium when hit: +1.00 Psi when hit: +1.00 Hate when hit: +1.10 Spellpower: +3 (+0 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +3 Str / +6 Mag / +4 Wil Changes resistances: +6% darkness / +3% fire Changes resistances penetration: +12% physical Changes damage: +6% fire Damage affinity(heal): +15% darkness Reduces incoming crit damage: 15.00% Infravision radius: +4 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +1.00 Rings can have magical properties. |
Around neck | ![]() Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +10% blight Poison immunity: +23% Disease immunity: +20% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.5 - 18.9 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Physical crit. chance: +1.0% Armour: +1 Damage (Melee): 6 fire Changes stats: +3 Dex / +3 Cun / +1 Con Changes resistances: +6% fire Changes damage: +5% fire Physical save: +20 (+10 eff.) Life regen: +2.20 Stamina each turn: +0.40 Psi each turn: +0.14 It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 temporal When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +4 (+1 eff.) Damage when hit (Melee): 4 temporal Changes resistances: +6% temporal Disarm immunity: +16% Sharp, short and deadly. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +1 Wil / +2 Mag Changes resistances: +5% arcane / +6% acid Changes damage: +12% acid Critical mult.: +11.00% Stealth bonus: +6 Spell save: +6 (+3 eff.) Maximum mana: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
![]() Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 nature / +5 temporal When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +17% Sharp, short and deadly. |
![]() Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Sharp, short and deadly. |
![]() Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 10% chance to disease Damage (Melee): +9 blight / +10 darkness Burst (radius 2) on crit: +4 physical Damage against: +10% Living When wielded/worn: Physical power: +2 (+0 eff.) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +4 Con Changes resistances: +3% acid Physical save: +30 (+13 eff.) Disease immunity: +20% Massive two-handed mauls. |
![]() Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +8 darkness Burst (radius 2) on crit: +4 blight When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +3% blight / +5% all Changes resistances penetration: +5% blight / +10% nature / +5% darkness Massive two-handed swords. |
![]() iron greatsword (14-22.4 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() Requires: - Dexterity 11 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 On weapon crit: * silences the target Damage (Ranged): +9 nature / +11 fire When wielded/worn: Changes stats: +2 Mag Changes resistances: +3% acid / +9% fire / +6% nature / +9% lightning Changes resistances penetration: +9% nature / +9% fire Light radius: +2 Global speed: +3% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. The natural wyrm seeks an element. Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 7% chance to corrode armour by 30% * Slows global speed by 6% * 40% chance to blind Damage (Melee): +4 light Burst (radius 2) on crit: +4 darkness When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 3 lightning / 3 physical / 4 darkness / 3 fire / 3 cold / 3 acid Changes resistances: +3% lightning / +3% physical / +3% darkness / +3% fire / +3% acid / +4% cold Mindpower: +2 (+1 eff.) Mental crit. chance: +1% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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. |
![]() Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 7 power out of 8/8) : Effective talent level: 2.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 78.84 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% 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. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% darkness Changes resistances penetration: +25% darkness Changes damage: +5% temporal / +5% light / +6% blight / +5% darkness / +6% physical Life regen: +2.10 Psi each turn: +0.13 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +10% mind Changes damage: +10% mind A pointy cloth hat, very wizardly... |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() iron pickaxe (dig speed 40 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (74 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 176 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 mind Changes resistances: +3% mind / +3% acid Changes resistances penetration: +25% acid / +5% mind Talent cooldown: Volcano (-2 turns) Talent granted: +2 Volcano It can be used to reveal the area around you, dispelling darkness (radius 9, power 46 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Rina the Halfling Rogue level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Rina the Halfling Rogue level 20
3rd Mirth 122nd year of Ascendancy at 07:07 see stats
By Rina the Halfling Rogue level 13
75th Pyre 122nd year of Ascendancy at 15:13 see stats
By Rina the Halfling Rogue level 20
3rd Mirth 122nd year of Ascendancy at 08:33 see stats
Log
Golem (servant of Ivota the slaver) misses Enthralled slave.
Burning Shock from Ivota the slaver hits Enthralled slave for 20 fire damage.
Burning Shock from Ivota the slaver hits Enthralled slave for 20 fire damage.
Burning Shock from Ivota the slaver hits Rina for 18 fire damage.
Ivota the slaver casts Thunderclap.
Enthralled slave is disarmed!
Rina is disarmed!
Ivota the slaver hits Enthralled slave for 51 physical, 57 lightning (108 total damage).
Ivota the slaver hits Rina for 49 physical, 55 lightning (104 total damage).
The shield around golem (servant of Ivota the slaver) crumbles.
Enthralled slave hits Golem (servant of Ivota the slaver) for (8 absorbed), 8 physical, 2 light (10 total damage).
Golem (servant of Ivota the slaver) hits Enthralled slave for 19 physical damage.
Burning Shock from Ivota the slaver hits Enthralled slave for 20 fire damage.
Burning Shock from Ivota the slaver hits Enthralled slave for 20 fire damage.
Burning Shock from Ivota the slaver hits Rina for 18 fire damage.
Ivota the slaver casts Lightning.
Rina tries to evade attacks.
Ivota the slaver hits Enthralled slave for 174 lightning damage.
Ivota the slaver hits Rina for 167 lightning damage.
Enthralled slave hits Golem (servant of Ivota the slaver) for 15 physical damage.
Enthralled slave hits Golem (servant of Ivota the slaver) for 17 physical, 2 light (20 total damage).
Golem (servant of Ivota the slaver) misses Enthralled slave.
Burning Shock from Ivota the slaver hits Enthralled slave for 20 fire damage.
Burning Shock from Ivota the slaver hits Enthralled slave for 20 fire damage.
Enthralled slave hits Golem (servant of Ivota the slaver) for 13 physical damage.
Burning Shock from Ivota the slaver hits Rina for 18 fire damage.
Enthralled slave hits Golem (servant of Ivota the slaver) for 18 physical, 2 light (20 total damage).
Ivota the slaver casts Manathrust.
Saving game...