












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Race: Tinkerer 1.7.5Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Starter Martial Potion 1.7.4Gives a Potion of Martial Prowess at character creation (currently limited to Wanderer and Adventurer since I could not figure out how to make it work without specifying classes). 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:
Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Shorter Dungeons Redux 1.7.4Reworks the depth, size, EXP, enemies, and drop rates of mid/lategame dungeons. Original inspired by Pigslayer. Items Vault 1.7.6Donators/Buyers bonus! 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: 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 | Madness Exploration |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 25 / 65% |
Size | small |
Lifes / Deaths | Killed by ritch flamespitter at level 3 on the 76th Pyre 122nd year of Ascendancy at 18:43 / 41Killed by ritch flamespitter at level 3 on the 76th Pyre 122nd year of Ascendancy at 19:10 Killed by Forest Troll Hedge-Wizard at level 4 on the 76th Pyre 122nd year of Ascendancy at 23:06 Killed by Forest Troll Hedge-Wizard at level 4 on the 77th Pyre 122nd year of Ascendancy at 00:32 Killed by Forest Troll Hedge-Wizard at level 4 on the 77th Pyre 122nd year of Ascendancy at 02:09 Killed by Forest Troll Hedge-Wizard at level 4 on the 77th Pyre 122nd year of Ascendancy at 03:21 Killed by Forest Troll Hedge-Wizard at level 4 on the 77th Pyre 122nd year of Ascendancy at 03:34 Killed by Forest Troll Hedge-Wizard at level 4 on the 77th Pyre 122nd year of Ascendancy at 05:04 Killed by Forest Troll Hedge-Wizard at level 4 on the 77th Pyre 122nd year of Ascendancy at 05:24 Killed by Forest Troll Hedge-Wizard at level 4 on the 77th Pyre 122nd year of Ascendancy at 06:37 Killed by onilug at level 10 on the 4th Mirth 122nd year of Ascendancy at 14:32 Killed by Bethuyavena the grey mold at level 10 on the 5th Mirth 122nd year of Ascendancy at 15:34 Killed by ritch flamespitter at level 13 on the 7th Mirth 122nd year of Ascendancy at 20:32 Killed by shadow at level 14 on the 9th Mirth 122nd year of Ascendancy at 08:22 Killed by Elodherawyn the bandit at level 16 on the 10th Mirth 122nd year of Ascendancy at 12:59 Killed by Gamita the rogue at level 18 on the 2nd Summertide 122nd year of Ascendancy at 05:03 Killed by bandit at level 18 on the 2nd Summertide 122nd year of Ascendancy at 06:49 Killed by gwelgoroth at level 18 on the 2nd Flare 122nd year of Ascendancy at 14:49 Killed by snow giant boulder thrower at level 19 on the 3rd Flare 122nd year of Ascendancy at 11:34 Killed by Ce'Neda the red jelly at level 20 on the 4th Flare 122nd year of Ascendancy at 09:08 Killed by Grgglck the Devouring Darkness at level 20 on the 4th Flare 122nd year of Ascendancy at 15:07 Killed by Grgglck the Devouring Darkness at level 20 on the 4th Flare 122nd year of Ascendancy at 18:42 Killed by Arath the fox at level 20 on the 4th Flare 122nd year of Ascendancy at 20:00 Killed by Grgglck the Devouring Darkness at level 20 on the 4th Flare 122nd year of Ascendancy at 21:46 Killed by Uthimor the onilug at level 22 on the 6th Flare 122nd year of Ascendancy at 06:12 Killed by Uthimor the onilug at level 23 on the 6th Flare 122nd year of Ascendancy at 06:56 Killed by Uthimor the onilug at level 23 on the 6th Flare 122nd year of Ascendancy at 07:49 Killed by Uthimor the onilug at level 23 on the 6th Flare 122nd year of Ascendancy at 08:27 Killed by war hound at level 23 on the 6th Flare 122nd year of Ascendancy at 12:45 Killed by Beluth the treant at level 23 on the 6th Flare 122nd year of Ascendancy at 14:32 Killed by Beluth the treant at level 23 on the 6th Flare 122nd year of Ascendancy at 15:09 Killed by ritch flamespitter (wild summon) at level 23 on the 6th Flare 122nd year of Ascendancy at 17:10 Killed by Ivera the honey tree at level 24 on the 7th Flare 122nd year of Ascendancy at 19:15 Killed by Emelowe the water imp at level 24 on the 8th Flare 122nd year of Ascendancy at 06:51 Killed by Salesemina the giant eel at level 24 on the 8th Flare 122nd year of Ascendancy at 07:58 Killed by Salona the giant eel at level 25 on the 8th Flare 122nd year of Ascendancy at 09:29 Killed by Rikte at level 25 on the 8th Flare 122nd year of Ascendancy at 21:38 Killed by Rikte at level 25 on the 9th Flare 122nd year of Ascendancy at 00:05 Killed by Glitta the saw horror at level 25 on the 9th Flare 122nd year of Ascendancy at 04:57 Killed by worm that walks at level 25 on the 9th Flare 122nd year of Ascendancy at 05:49 Killed by Emomina the worm that walks at level 25 on the 9th Flare 122nd year of Ascendancy at 06:19 |
Primary Stats
Strength | 16 (base 13) |
Dexterity | 70 (base 55) |
Constitution | 15 (base 10) |
Magic | 50 (base 48) |
Willpower | 29 (base 11) |
Cunning | 54 (base 32) |
Resources
Life | 759/759 |
Stamina | 184/184 |
Healing Factor | 1.1960311219417 |
Regeneration | 10.826816585297 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -47.666666666667% |
Spell | 0% |
Global | +96.353718395664% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 7 |
See Stealth | 55.582309197847 |
See Invisible | 55.582309197847 |
Offense: Mainhand
Damage | 180 |
Accuracy | 73 |
Crit Chance | 33% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 56 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Lightning | +3% |
Physical | +15% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +8% |
Cold | +12% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 29.398444118722 (91.220843784158%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 24 |
Mental Save | 38 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 43%( 70%) |
All | + 13%( 70%) |
Lightning | + 29%( 70%) |
Light | + 18%( 70%) |
Temporal | + 40%( 70%) |
Physical | + 23%( 70%) |
Fire | + 23%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Cunning / Poisons | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cunning / Called Shots | 1.50 |
| 2/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.50 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.50 |
| 3/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Trained Reactions |
talent | Pace Yourself |
talent | Volatile Poison |
talent | Crippling Poison |
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 |
Quests
You failed to protect the injured seer from death by Rikte. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by Uthimor the onilug. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You failed to protect the temporal explorer from death by Forest Troll Hedge-Wizard. Escort: temporal explorer (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity 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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | 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 |
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 |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Random Unique] Arcane/Master Weapon Damage 38.5 - 46.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +10.0% Capacity 20 Projectile Speed +200% On-ranged-hit +8 lightning +8 light Damage Against +11% Undead On-Hit, radius 1 +8 darkness On Hit: * 20% chance to reduce damage dealt by 27% On Crit: * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +3.0% Critical power +12.00% Physical Power +6 (+1 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +4% Mindpower +3 (+1 eff.) Damage +3% physical Accuracy +15 (+3 eff.) defense ------ Defense +1 (+0 eff.) other ------- Stamina/turn +3.00 Psi/turn +0.12 EQ when Hit +0.16 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Accuracy +6 (+1 eff.) defense ------ Armor +1 Resistance +6% lightning Physical save +6 (+4 eff.) Mind save +6 (+2 eff.) Disarm Resist +21% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +3% lightning Ignore resists +5% temporal When Hit 2 lightning defense ------ Resistance +15% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Create a shield absorbing up to 446 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to reduce fatigue by 34% for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +2 Mag offense ------ Spellpower +7 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +8 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Resistance +3% blight +11% fire +11% cold Life Regen +2.00 Healmod +15% other ------- Stamina/turn +0.50 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T4 sling 1H weapon [Random Unique] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-crit, radius 2 +10 lightning +14 cold +8 acid While equipped: Stats +2 Str offense ------ Physical Crit +1.0% Physical Power +8 (+1 eff.) Move Speed +27% Ignore resists +8% lightning +12% cold Accuracy +9 (+2 eff.) defense ------ Resistance +12% acid other ------- Light +2 Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +4 (+0 eff.) Damage +12% darkness defense ------ Resistance +12% acid +6% temporal +5% arcane +12% lightning A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 34.5 - 41.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +106 On-Hit, radius 1 +4 cold While equipped: offense ------ On-Hit 22 lightning When Hit 4 lightning 4 cold When Hit: * 15% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +10 Fatigue +8% Resistance +10% temporal +6% light +3% cold other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil defense ------ Defense +1 (+0 eff.) Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +12% physical defense ------ Resistance +9% all +12% physical Mind save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.4 Encumbrance 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..." |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 350 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 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 49 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+9 eff.) Spell save +15 (+7 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 4.0 Encumbrance T2 sling 1H weapon [Random Unique] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: Stats +4 Dex +4 Mag +6 Wil +6 Con offense ------ Damage +9% mind defense ------ Life +26.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Critical power +5.00% Damage +12% physical When Hit 2 nature defense ------ Defense +10 (+2 eff.) Resistance +12% physical +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Nature While equipped: Stats +4 Str +3 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Physical save +5 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +5 (+4 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 7 light Damage +4% light defense ------ Armor +1 Resistance +6% light 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. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+1 eff.) defense ------ Armor +1 Fatigue +1% 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +3% nature defense ------ Armor +3 Defense +20 (+5 eff.) Fatigue +1% Resistance +6% fire +6% cold Confus Resist +10% A cap made of leather. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+3 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+4 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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +5 Cun defense ------ Physical save +5 (+4 eff.) Healmod +10% other ------- Max hate +2.00 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
The Cog The Cog0.0 Encumbrance 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. |
Achievements
By Rikte the Halfling Skirmisher level 19
4th Flare 122nd year of Ascendancy at 03:17 see stats
By Rikte the Halfling Skirmisher level 25
8th Flare 122nd year of Ascendancy at 21:38 see stats
By Rikte the Halfling Skirmisher level 10
4th Mirth 122nd year of Ascendancy at 05:04 see stats
By Rikte the Halfling Skirmisher level 20
4th Flare 122nd year of Ascendancy at 03:17 see stats
By Rikte the Halfling Skirmisher level 18
2nd Summertide 122nd year of Ascendancy at 04:17 see stats
By Rikte the Halfling Skirmisher level 8
2nd Mirth 122nd year of Ascendancy at 01:55 see stats
By Rikte the Halfling Skirmisher level 22
6th Flare 122nd year of Ascendancy at 04:16 see stats
By Rikte the Halfling Skirmisher level 13
8th Mirth 122nd year of Ascendancy at 07:44 see stats
Log
Glitta the saw horror uses Implode.
Rikte is being crushed.
Rikte redirects the effect 'Off-balance'!
Rikte redirects the effect 'Immobilized'!
Glitta the saw horror is bound by telekinetic forces!
Talent Tumble is ready to use.
Burning from Emomina the worm that walks hits Rikte for (29 flat reduction), 98 fire (98 total damage).
Rikte receives 7 healing.
Glitta the saw horror hits Rikte for (29 flat reduction), 63 physical (63 total damage).
Rikte the level 25 halfling skirmisher was fried to death by Emomina the worm that walks on level 3 of Lake of Nur.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Glitta the saw horror killed Rikte!
Saving game...
Resting starts...
Talent Hurricane Shot is ready to use.
Talent Block is ready to use.
Talent Trained Reactions is ready to use.
Rikte activates Trained Reactions.
Talent Apply Poison is ready to use.
Talent Pace Yourself is ready to use.
Talent Volatile Poison is ready to use.
Talent Crippling Poison is ready to use.
Rikte activates Crippling Poison.
Rikte activates Pace Yourself.
Rikte activates Volatile Poison.
Rikte activates Apply Poison.
Rested for 10 turns (stop reason: all resources and life at maximum).
Saving done.