












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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:
ZOmnibus Addon Pack 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Skirmisher |
| Level / Exp | 20 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Glyyann the blue ooze at level 20 on the 16th Haze 122nd year of Ascendancy at 17:57 / 1 |
Primary Stats
| Strength | 29 (base 12) |
| Dexterity | 68 (base 48) |
| Constitution | 19 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 20 (base 11) |
| Cunning | 62 (base 38) |
Resources
| Life | -97/512 |
| Stamina | 11/182 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 4.586482384461 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 58 |
| Crit Chance | 20% |
| APR | 17 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Darkness | +11% |
| Light | +13% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 33.719009130622 (56.026343845506%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 6.9238052216851 |
| Physical Save | 23 |
| Spell Save | 19 |
| Mental Save | 36 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Physical | + 10%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 9%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 26% |
| Poison Resistance | 0% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| 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 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 51 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 605% 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. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 5 times. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Duathelrace' (4 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Res.pen +5% nature Melee Ret 2 darkness ----- def ----- Armour +1 Defense +4 (+1 eff.) Resists +6% darkness Mind.save +12 (+5 eff.) ---------- misc Max.psi +10.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 42 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Quiver | Ebonyrage (5/20, 113% power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 113% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 Ranged+ +8 acid +20 darkness On Crit.r2 +4 acid On Hit: * 20% chance to reduce damage dealt by 17% * 25% chance for lightning to strike from the target to a second target dealing 16 damage Shots are used with slings to pummel your foes to death. |
| Light source | Morningrazor the brass lantern2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +6% darkness Max.HP +60.00 HP.reg +4.00 Confus- +20% ---------- 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 | Eilinyma (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +9 Str +13 Dex dps ---------- Dmg.mod +6% physical Acc +10 (+3 eff.) ----- def ----- Armour +7 Fatigue +3% ---------- misc Stam/turn +3.00 Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 184.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | heroic iron gauntlets (0 def, 5 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +5 Fatigue +1% Mind.save +6 (+3 eff.) Max.HP +41.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Chyrim the elm wand of shielding [power 116] (3/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +9% temporal +3% nature +3% darkness Die.at -80.00 life Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Res.pen: + 12% all for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | sneakthief's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +15 (+4 eff.) Apr +7 ----- def ----- Defense +12 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | savior's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+3 eff.) Apr +9 ----- def ----- Defense +13 (+4 eff.) Phys.save +10 (+5 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | grounding steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +12% lightning Stun/Frz- +26% Amulets make your neck look great! |
| In main hand | hardened leather sling 'Shadesquall'4.0 T3 sling 1H weapon [Random Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% On Hit: * 20% chance to reduce damage dealt by 17% While equipped: Stats +7 Str +1 Cun dps ---------- Phys.pwr +14 (+5 eff.) Phys.spd +10% On Hit (Ranged): * 10 arcane resource burn ----- def ----- Resists +6% lightning +3% fire Slings are used to hurl stones or metal shots at your foes. |
| Around waist | noble's rough leather belt of unlife =Breath=1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | windwalling dwarven-steel shield of the stars (0 def, 6 armour, 135% power, 85 block) =3 mag=7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Psionic When used to Attack: Power 136% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +85 Melee+ +13 physical +12 light +11 darkness While equipped: Stats +3 Mag +1 Wil +6 Cun dps ---------- Dmg.mod +13% light +11% darkness ----- def ----- Armour +6 Fatigue +8% Resists +10% physical +12% light +12% darkness Shield.near.proj +34 Proj.slow +23% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Zubatta the cashmere cloak (27 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Cun +1 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Defense +27 (+7 eff.) Resists +6% mind ---------- misc Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
Kindleblack0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +21% mind +6% fire ----- def ----- Fatigue -5% Resists +9% mind HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
stabilizing steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +20% Amulets make your neck look great! |
Cloudtitan0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +1 Con dps ---------- Acc +6 (+2 eff.) ----- def ----- Resists +3% light +6% mind Spell.save +3 (+2 eff.) Heal.mod +10% Rings make your fingers look great! |
copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
elm vilestaff 'Stormwinter' (100% power, 2 apr, blight element) =3 mag=5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Mag +1 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% blight +6% mind +12% lightning Res.pen +15% lightning ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff This staff offers 10% bonus to blight damage. (included above) Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 62.26 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
truestriking dwarven-steel greatsword (140% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 141% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +9 (+3 eff.) Apr +10 Massive two-handed swords. |
arcing dwarven-steel longsword of vileness (125% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 125% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 9 * 25% chance for lightning to strike from the target to a second target dealing 16 damage Sharp, long, and deadly. |
Hettizor4.0 T1 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Dex ----- def ----- Resists +5% arcane +3% cold Heal.mod +20% Knockbk- +20% Slings are used to hurl stones or metal shots at your foes. |
pouch of dwarven-steel shots (0/15, 144% power, 3 apr)3.0 T3 shot ammo [Normal] Power 144% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 Shots are used with slings to pummel your foes to death. |
iron shield 'Xerith' (0 def, 2 armour, 101% power, 62 block) =1 mag=7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 101% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +62 While equipped: Stats +1 Mag ----- def ----- Armour +2 Fatigue +8% Resists +3% blight +17% cold HP.reg +4.00 Disease- +10% Disarm- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield (0 def, 7 armour, 116% power, 64.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 116% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +64 While equipped: ----- def ----- Armour +7 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Stormkill the woollen robe (0 def, 0 armour) =3 mag=2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +16 (+10 eff.) Dmg.mod +3% acid +9% temporal +14% darkness +5% arcane +7% all Melee Ret 4 acid ----- def ----- Resists +6% acid +21% darkness +9% all ---------- misc Max.mana +35.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating hardened leather armour of command (19 def, 11 armour)9.0 T3 light armor [Ego+] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +19 (+5 eff.) Fatigue +8% Mind.save +12 (+5 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
rejuvenating dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Nature/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +20% lightning HP.reg +2.80 ---------- misc Stam/turn +1.30 A suit of armour made of metal plates. |
Glinthack1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% nature +3% mind Spell.save +3 (+2 eff.) Max.HP +71.00 ---------- misc Light +2 A belt that goes around your waist. |
Ivunn the rough leather belt =4 mag=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Crit.mult +10.00% Spell.pwr +3 (+3 eff.) Phasing +30% Acc +10 (+3 eff.) ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Mana/turn +0.04 Max.vim +10.00 A belt that goes around your waist. |
Nerolaith the Flashonslaught (1 def, 0 armour) =2 str=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Res.pen +5% lightning ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +3% acid Spell.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shocksorrow the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +9% physical ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -40.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour) =1 mag=2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+3 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sileth the pair of rough leather boots (20 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.crit +1.0% Melee Ret 6 physical ----- def ----- Armour +5 Defense +20 (+5 eff.) ---------- misc Max.stam +10.00 Infravis +2 A pair of boots made of leather. |
pair of hardened leather boots 'Magmathorn' (0 def, 3 armour) =15 respen=2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Res.pen +15% fire +15% physical ----- def ----- Armour +3 Resists +7% lightning +10% temporal +3% mind +9% fire Disease- +20% A pair of boots made of leather. |
pair of iron boots 'Gayath' (0 def, 3 armour) =3 mag=3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Mind.crit +1% Dmg.mod +6% acid Res.pen +20% acid ----- def ----- Armour +3 Fatigue +2% Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +2.00 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of magic (+2) (0 def, 1 armour) =2 mag=1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 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. |
polar iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
temporal dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 temporal Ranged+ 7 temporal Dmg.mod +5% arcane +5% temporal ----- def ----- Armour +2 Fatigue +3% Resists +7% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Xanomina' (1 def, 0 armour) =2 mag=2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Crit.mult +5.00% Dmg.mod +11% light +12% temporal ----- def ----- Defense +1 (+1 eff.) Resists +16% light ---------- misc Mana/turn +0.04 Max.mana +20.00 A pointy cloth hat, very wizardly... |
Isewe the rough leather cap (20 def, 3 armour) =3 str=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% ----- def ----- Armour +3 Defense +20 (+5 eff.) Fatigue +1% Crit.dmg- 10.00% ---------- misc Light +1 Skullcr.mult +1 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 184.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Yaridil the rough leather cap (0 def, 1 armour) =11 str=2.0 T1 head armor [Rare] Master While equipped: Stats +11 Str ----- def ----- Armour +1 Fatigue +1% Crit.dmg- 15.00% ---------- misc See.Invis +6 A cap made of leather. |
Cuthachik the dwarven-steel helm (0 def, 4 armour) =5 mag=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Mag +2 Con ----- def ----- Armour +4 Fatigue +4% Resists +8% fire +3% nature +8% cold Crit.dmg- 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
2 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. |
5 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. |
3 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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
239 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. |
alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +5 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Zubymille the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +1% physical +6% mind +6% darkness Spell.save +3 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
iron torque of gale force [power 105] (3/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 111 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Vanari the Shalore Skirmisher level 8
10th Flare 122nd year of Ascendancy at 17:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Vanari the Shalore Skirmisher level 10
28th Dusk 122nd year of Ascendancy at 08:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Vanari the Shalore Skirmisher level 20
11st Haze 122nd year of Ascendancy at 02:58 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Vanari the Shalore Skirmisher level 8
6th Dusk 122nd year of Ascendancy at 09:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Vanari the Shalore Skirmisher level 8
7th Dusk 122nd year of Ascendancy at 20:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vanari the Shalore Skirmisher level 17
78th Dusk 122nd year of Ascendancy at 09:58 see stats
Log
Vanari casts Rune: Shatter Afflictions.
Vanari speeds up.
A shield forms around Vanari.
Vanari uses Kneecapper.
Glyyann the blue ooze is pinned to the ground.
Glyyann the blue ooze's Dig is disrupted by his wounds!
Glyyann the blue ooze shares damage with his oozes!
Vanari's Kneecapper hits Glyyann the blue ooze for 17 physical, 1 acid, 0 arcane, 4 darkness (22 total damage).
Your shield crumbles under the damage!
The shield around Vanari crumbles.
Poison from Glyyann the blue ooze hits Vanari for (27 flat reduction), (51 absorbed), 10 nature (10 total damage).
Slimy ooze misses Vanari.
Vanari uses Infusion: Movement.
Vanari is moving at extreme speed!
Vanari slows down.
Vanari hits Slimy ooze for 46 physical damage.
Vanari killed Slimy ooze!
Vanari redirects the effect 'Poison'!
Glyyann the blue ooze uses Slime Spit.
Glyyann the blue ooze is no longer pinned.
Talent Swift Shot is ready to use.
Talent Vitality is ready to use.
Poison from Glyyann the blue ooze hits Vanari for (27 flat reduction), 61 nature (61 total damage).
Vanari reacts to damage from Glyyann the blue ooze's Slime Spit, mitigating the blow!.
Vanari slows down.
Glyyann the blue ooze's Slime Spit hits Vanari for (27 flat reduction), (32 reacted , -5 stam), 62 nature (62 total damage).
Poison from Glyyann the blue ooze hits Vanari for (27 flat reduction), 100 nature (100 total damage).
Vanari the level 20 shalore skirmisher was treehugged to death by Glyyann the blue ooze on level 4 of Sandworm lair.



































































































