











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 24 / 2% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 69 (base 53) |
| Constitution | 21 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 13 (base 11) |
| Cunning | 60 (base 44) |
Resources
| Life | 507/557 |
| Stamina | 122/202 |
| Healing Factor | 1.094804467222 |
| Regeneration | 3.5581145184715 |
Speed
| Mental | +15% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 47.606190251377 |
| See Invisible | 54.606190251377 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 52 |
| Crit Chance | 27% |
| APR | 14 |
| Speed | 0.87 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Light | +11% |
| Cold | +12% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
Defense: Base
| Armour (hardiness) | 18 (48.594633868923%) |
| Defense | 78 |
| Ranged Defense | 78 |
| Fatigue | 2.9238052216851 |
| Physical Save | 32 |
| Spell Save | 40 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 19%( 70%) |
| All | 0%( 70%) |
| Darkness | + 3%( 70%) |
| Temporal | + 7%( 70%) |
| Physical | + 3%( 70%) |
| Fire | + 20%( 70%) |
| Lightning | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Pinning Resistance | 50% |
| Poison Resistance | 50% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 509% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 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: 18 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 98 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 / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Pace Yourself |
| talent | Trained Reactions |
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 8. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases attack speed by 15%. Swift Shot |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by Xanathra the snow giant thunderer. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic 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 Constitution by +5. | done |
You failed to protect the temporal explorer from death by snow giant boulder thrower. Escort: temporal explorer (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed minotaur nose. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed red crystal shard. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm 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 within3 lumberjacks have died. | 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 | Branegogar the pair of hardened leather boots (20 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +2% ----- def ----- Armour +3 Defense +20 (+4 eff.) Resists +8% fire +5% cold Spell.save +18 (+6 eff.) Die.at -80.00 life A pair of boots made of leather. |
| Quiver | barbed pouch of steel shots of erosion (3/22, 26-31 power, 2 apr)3.0 T2 shot ammo [Ego+] Nature/Master Power 26.0 - 31.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 22 Ranged+ +6 nature On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Aeriran'2.0 T1 lite [Rare] Psionic While equipped: Stats +5 Con dps ---------- Crit.mult +15.00% Apr +2 ----- def ----- Defense +17 (+4 eff.) Resists +3% physical Phys.save +12 (+6 eff.) Spell.save +11 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc 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. |
| On head | Belutta the rough leather cap (20 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% blight ----- def ----- Armour +1 Defense +20 (+4 eff.) Fatigue +1% Resists +3% temporal +3% fire +3% darkness +5% arcane A cap made of leather. |
| On hands | Camaharalar the Frigidkiss (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +12% cold ----- def ----- Armour +1 HP.reg +3.00 ---------- misc Stam/turn +0.70 Psi/ret +0.12 Max.stam +11.00 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 | overpowered dwarven-steel torque of clear mind [power 3] (30 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper quartz ring0.1 T1 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +2 Wil +4 Cun dps ---------- Melee+ 14 light Ranged+ 13 light Dmg.mod +11% light Acc +8 (+2 eff.) Apr +8 Melee Ret 4 acid ----- def ----- Defense +8 (+2 eff.) Crit.chn- 5.00% Blind- +25% Stun/Frz- +30% ---------- misc Infravis +4 See.Stealth +7 See.Invis +14 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 150% 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 | sneakthief's gold ring of corrosion (+26%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +13% acid Acc +7 (+2 eff.) ----- def ----- Resists +26% acid Rings make your fingers look great! |
| Around neck | Neremikira0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Phys.save +12 (+6 eff.) Spell.save +11 (+3 eff.) Mind.save +11 (+5 eff.) Max.HP +20.00 Cut- +20% Disarm- +20% Stun/Frz- +10% Amulets make your neck look great! |
| In main hand | ranger's cured leather sling of fire4.0 T2 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +7 fire While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% fire Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Neruta1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 8 acid ----- def ----- Armour +2 Resists +6% lightning +5% temporal Die.at -40.00 life ---------- misc Max.stam +30.00 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | linen cloak 'Polyrimira' (16 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Phys.pwr +10 (+3 eff.) Apr +2 ----- def ----- Defense +16 (+3 eff.) ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+3 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 21 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 41.53 to 124.58 lightning damage (83.05 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Tidewaker0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +20% cold Melee Ret 4 cold ----- def ----- Resists +24% cold Phys.save +9 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Moldbreaker'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +37% cold ---------- misc Infravis +3 Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +20% Rings make your fingers look great! |
rogue's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% cold ----- def ----- Defense +6 (+1 eff.) Resists +22% cold Rings make your fingers look great! |
Ravenborn the rough leather sling4.0 T1 sling 1H weapon [Rare] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +4 blight +5 cold +8 darkness While equipped: dps ---------- Dmg.mod +9% acid +8% cold On Hit (Ranged): * 20% chance to reduce armor by 23% Slings are used to hurl stones or metal shots at your foes. |
fungal rough leather sling of dampening4.0 T1 sling 1H weapon [Ego] Nature/Disrupt Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +2 Con ----- def ----- Resists +7% acid +8% lightning +8% cold +8% fire +2% all Spell.save +6 (+2 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 68 life over 5 turns Puts all charms on 17 cooldown Slings are used to hurl stones or metal shots at your foes. |
Gunutar1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Cun +5 Mag dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +12% acid Phys.save +6 (+3 eff.) Blind- +20% Poison- +10% ---------- misc Infravis +3 A belt that goes around your waist. |
Rimetrial1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +6 Lck dps ---------- Res.pen +25% cold ----- def ----- Defense +15 (+3 eff.) Resists +3% blight +5% arcane +3% acid Stealth +5 Disarm- +10% ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Spiderpassion (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Defense +7 (+2 eff.) Resists +3% nature +3% darkness +5% arcane Phys.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. |
cashmere cloak 'Sparkwaker' (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +23 (+8 eff.) Dmg.mod +12% lightning Apr +2 ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue -4% Resists +12% lightning +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morningobsidian the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Cun +1 Wil ----- def ----- Armour +1 Resists +3% darkness +3% temporal HP.reg +2.00 Heal.mod +11% ---------- misc Light +2 A pair of boots made of leather. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.84 to 92.51 lightning damage (61.67 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
7 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. |
147 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. |
2 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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 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. |
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. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aerarion the Smolderknight2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% fire ----- def ----- Crit.chn- 5.00% Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +5 Infravis +1 See.Invis +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. |
Shadowwreck the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +12% cold Max.HP +45.00 ---------- misc 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. |
survivor's alchemist's lamp of focus1.0 T3 lite [Ego] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +8% mind ----- def ----- Phys.save +8 (+4 eff.) Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 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. |
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. |
Tideedge (12/12, 22-27 power, 2 apr)3.0 T2 shot ammo [Rare] Arcane Power 22.5 - 27.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 12 Rld cld 4 Ranged+ +20 cold +4 darkness On Hit.r1 +4 darkness On Crit.r2 +8 cold On Hit: * 20% chance to reduce damage dealt by 18% Shots are used with slings to pummel your foes to death. |
Searslicer [power 165] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Crit.mult +20.00% Dmg.mod +3% arcane Res.pen +5% fire ----- def ----- Resists +3% fire ---------- misc Vim/s.crit +1.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 165 physical damage Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
2 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. |
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. |
9 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. |
6 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Aelig the Halfling Skirmisher level 16
25th Dusk 122nd year of Ascendancy at 17:10 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Aelig the Halfling Skirmisher level 23
61st Haze 122nd year of Ascendancy at 22:17 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Aelig the Halfling Skirmisher level 23
63rd Haze 122nd year of Ascendancy at 12:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Aelig the Halfling Skirmisher level 10
5th Mirth 122nd year of Ascendancy at 11:42 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Aelig the Halfling Skirmisher level 20
38th Dusk 122nd year of Ascendancy at 08:04 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Aelig the Halfling Skirmisher level 20
45th Dusk 122nd year of Ascendancy at 04:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Aelig the Halfling Skirmisher level 12
7th Flare 122nd year of Ascendancy at 08:09 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Aelig the Halfling Skirmisher level 10
1st Flare 122nd year of Ascendancy at 10:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Aelig the Halfling Skirmisher level 17
33rd Dusk 122nd year of Ascendancy at 21:39 see stats
Log
Aelig shoots!























































































