
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Even More Blazblue Character Icons 1.5.5Adds even more, cleaner chibi custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Blazblue Character Icons 1.5.5Adds a bunch of "simpler" chibi character custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Improved Auto-explore and Rest 1.6.5Quality 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. Re:Creators Character Icons 1.5.5Adds some very clean chibi custom tiles from the Re:Creators anime (definitely top tier, I recommend it wholeheartedly) None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 25 / 57% |
| Size | small |
| Lifes / Deaths | Killed by multi-hued crystal at level 9 on the 8th Mirth 122nd year of Ascendancy at 08:47 0 / 7Killed by ritch flamespitter at level 14 on the 26th Haze 122nd year of Ascendancy at 22:39 Killed by ritch flamespitter at level 14 on the 38th Haze 122nd year of Ascendancy at 23:46 Killed by Weirdling Beast at level 21 on the 39th Pyre 123rd year of Ascendancy at 11:40 Killed by Grand Corruptor at level 22 on the 57th Pyre 123rd year of Ascendancy at 02:48 Killed by snow giant boulder thrower at level 25 on the 9th Mirth 123rd year of Ascendancy at 02:39 Killed by Lisarialle the greater telugoroth at level 25 on the 9th Mirth 123rd year of Ascendancy at 14:36 |
Primary Stats
| Strength | 24 (base 16) |
| Dexterity | 41 (base 35) |
| Constitution | 19 (base 10) |
| Magic | 37 (base 20) |
| Willpower | 18 (base 10) |
| Cunning | 64 (base 53) |
Resources
| Life | -59/608 |
| Mana | 57/184 |
| Stamina | 120/185 |
| Healing Factor | 1.2714285714286 |
| Regeneration | 4.132142857143 |
Speed
| Mental | +6.1332026724464% |
| Attack | 0% |
| Movement | -51.666666666667% |
| Spell | +6.1332026724464% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 64 |
| Crit Chance | 34% |
| APR | 24 |
| Speed | 0.94 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 64 |
| Crit Chance | 35% |
| APR | 25 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 25% |
| Speed | 0.94221221523509 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| All | 0% |
| Physical | +36% |
| Darkness | +5% |
| Nature | +8% |
Offense: Damage Penetration
| Darkness | +19% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 30 (63.720930232558%) |
| Defense | 88 |
| Ranged Defense | 88 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 30 |
| Mental Save | 41 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Temporal | + 2%( 70%) |
| All | 0%( 70%) |
| Physical | + 10%( 70%) |
| Darkness | + 10%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Teleport Resistance | 0% |
| Silence Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 273 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 61 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Duelist | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shadow Combat |
| talent | Shadow Feed |
| talent | Blur Sight |
| detrimental effect | Reduces your three highest stats by 9. Regression |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| beneficial effect | The target is enveloped in shadows gaining 25 spellpower and defense. Shadowguard |
| beneficial effect | Parrying melee and ranged attacks: Has a 36% chance to deflect up to 19 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | The target is immune to all detrimental effects. Shadowguard Immunity |
| detrimental effect | Cannot heal higher than 575 life. Blood Lock |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 56 defense. Evasion |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 67. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bear paw. * You've found the needed ice wyrm tooth. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Apr +5 ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of iron shots of wind (18/18, 14-16.8 power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 148 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | ethereal brass lantern1.0 T1 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) ---------- 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 | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +20% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | powerful yew totem of healing [power 296] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Starstrike0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +30 (+10 eff.) Dmg.mod +12% physical ----- def ----- Defense +20 (+4 eff.) Phys.save +9 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) ---------- misc Light +2 Rings can have magical properties. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | stralite dagger of shearing (30-39 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 30.0 - 39.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +9 (+2 eff.) Apr +6 Sharp, short and deadly. |
| Around waist | hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +3 Dex +4 Cun +5 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +8 Infravis +5 A belt that goes around your waist. |
| In off hand | Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 45% Dex, 10% Mag Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 147.16 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | Torihor (2 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Mag +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +6% physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +12% temporal Phys.save +7 (+3 eff.) Max.HP +58.00 Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | nimble hardened leather armour of command (21 def, 11 armour)9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +11 Defense +21 (+5 eff.) Fatigue +8% Mind.save +13 (+4 eff.) A suit of armour made of leather. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
gladiator's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +13 (+5 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+7 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +16% Summoned A belt that goes around your waist. |
Lorurig the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +5% Dmg.mod +3% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Defense +1 (+1 eff.) Resists +6% temporal +6% fire Crit.dmg- 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eremevon the hardened leather gloves (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: ----- def ----- Armour +6 Resists +9% blight +15% acid +6% lightning Mind.save +8 (+2 eff.) Max.HP +136.00 ---------- misc Psi/ret +0.16 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. |
Beralen the Sootfiend (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% physical Res.pen +15% darkness ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
Shimmercrypt the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +1 Mag +2 Cun dps ---------- Melee Ret 6 lightning ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +12% lightning +12% nature +12% darkness ---------- misc Infravis +4 A cap made of leather. |
radiant hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +9 (+2 eff.) Fatigue +8% Resists +10% blight +7% cold +16% darkness +8% acid ---------- misc Light +1 Breathe water A suit of armour made of leather. |
troll-hide cured leather armour of command (12 def, 7 armour)9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +7% Mind.save +10 (+3 eff.) Max.HP +40.00 HP.reg +5.40 Heal.mod +11% A suit of armour made of leather. |
9 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. |
206 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. |
3 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. |
8 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Xoldalle the Bloomlace (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +11 Str +2 Con dps ---------- Dmg.mod +7% nature Res.pen +20% cold On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +12% nature ---------- misc See.Invis +15 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
supercharged ash totem of healing [power 242] (20 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
8 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. |
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. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By 567 the Halfling Shadowblade level 22
57th Pyre 123rd year of Ascendancy at 04:55 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By 567 the Halfling Shadowblade level 22
56th Pyre 123rd year of Ascendancy at 13:50 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By 567 the Halfling Shadowblade level 13
45th Dusk 122nd year of Ascendancy at 13:05 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By 567 the Halfling Shadowblade level 20
36th Pyre 123rd year of Ascendancy at 04:22 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By 567 the Halfling Shadowblade level 22
39th Pyre 123rd year of Ascendancy at 13:41 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By 567 the Halfling Shadowblade level 10
10th Mirth 122nd year of Ascendancy at 05:08 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By 567 the Halfling Shadowblade level 20
34th Pyre 123rd year of Ascendancy at 11:22 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By 567 the Halfling Shadowblade level 14
66th Dusk 122nd year of Ascendancy at 17:21 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By 567 the Halfling Shadowblade level 9
4th Mirth 122nd year of Ascendancy at 08:45 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By 567 the Halfling Shadowblade level 18
79th Regrowth 123rd year of Ascendancy at 17:33 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By 567 the Halfling Shadowblade level 14
71st Dusk 122nd year of Ascendancy at 12:19 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By 567 the Halfling Shadowblade level 18
79th Regrowth 123rd year of Ascendancy at 03:17 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By 567 the Halfling Shadowblade level 25
9th Mirth 123rd year of Ascendancy at 09:22 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By 567 the Halfling Shadowblade level 16
49th Regrowth 123rd year of Ascendancy at 07:44 see stats
Log
567 performs a melee critical strike against Telugoroth!
567 performs a melee critical strike against Telugoroth!
Melee retaliation hits 567 for 8 temporal, 8 temporal, 8 temporal, 8 temporal, 8 temporal, 8 temporal (50 total damage).
567 hits Telugoroth for 109 physical, 35 darkness, 33 darkness, 39 physical (216 total damage).
567 killed Telugoroth!
567 casts Shadowstep.
Lisarialle the greater telugoroth casts Blood Lock.
567 is blood locked.
Lisarialle the greater telugoroth casts Turn Back the Clock.
Lisarialle the greater telugoroth casts Soul Rot.
Lisarialle the greater telugoroth's spell attains critical power!
567 has regressed.
567 tries to evade attacks.
Lisarialle the greater telugoroth's Turn Back the Clock hits 567 for 125 temporal damage.
567's fades into the shadows.
Talent Shadow Veil is ready to use.
Lisarialle the greater telugoroth's Soul Rot hits 567 for 352 blight damage.
Telugoroth retunes the fabric of spacetime.
Lisarialle the greater telugoroth casts Drain.
Lisarialle the greater telugoroth hits 567 for 161 blight damage.
567 the level 25 halfling shadowblade was diseased to death by Lisarialle the greater telugoroth and lost outside time on level 1 of Temporal Rift.
567 has returned to its natural state.
567 deactivates Shadow Combat.
567 is no longer blood locked.
567 is no longer evading attacks.
567's fully exits the shadows.
567 deactivates Blur Sight.
567 deactivates Shadow Feed.










































































































