












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Modified Item Descriptions 1.7.6这是基于 Cleaner Item Descriptions 制作的插件,为中文玩家进行了汉化。 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:
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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 13 / 91% |
| Size | small |
| Lifes / Deaths | Killed by BoomfusNightmare at level 13 on the 34th Dusk 122nd year of Ascendancy at 03:49 / 1 |
Primary Stats
| Strength | 17 (base 13) |
| Dexterity | 48 (base 39) |
| Constitution | 20 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 18 (base 11) |
| Cunning | 28 (base 25) |
Resources
| Life | -90/388 |
| Stamina | 15/186 |
| Healing Factor | 1.3070588855781 |
| Regeneration | 0.32676472139452 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 29.04594975701 |
| See Invisible | 29.04594975701 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 44 |
| Crit Chance | 11% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9.5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +9% |
| Cold | +14% |
| Physical | +13% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Acid | +10% |
| Fire | +20% |
| Light | +15% |
Defense: Base
| Armour (hardiness) | 13.719009130622 (56.026343845506%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 20 |
| Mental Save | 16 |
Defense: Resistances
| Cold | + 22%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 12%( 70%) |
| Physical | + 9%( 70%) |
| Fire | + 48%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 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: 1.0 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
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 successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed sandworm tooth. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 skeleton mage skull. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed orc heart. | 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 |
Equipment
| On feet | Olalen the pair of rough leather boots (0 def, 1 armour)T1Rare feet /armor (2.0 Encumbrance) Masterpiece Keywords: traveler While equipped: Stats +1Dex offense ------ Damage Change +6% physical defense ------ Armor +1 Resistance +2% physical Physical save +6 (+3 eff.) other ------- Encumbrance +22 Resource +30.00 Max stamina Fatigue -5% A pair of boots made of leather. |
| Quiver | pouch of iron shots of daylight (14/14, 16-19 power, 1 apr)T1Ego shot /ammo (3.0 Encumbrance) Arcane Power Keywords: daylight When used to attack: Weapon Damage 16.0 - 19.2 Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 14 On-ranged-hit +5 light Damage Against +6% Undead Shots are used with slings to pummel your foes to death. |
| Light source | survivor's brass lantern of healthT1Ego lite (2.0 Encumbrance) Nature Power Keywords: health/survivor While equipped: defense ------ Physical save +6 (+3 eff.) Life +41.00 Healmod +12% 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. |
| On head | grounding rough leather cap of constitution (+2) (0 def, 1 armour)T1Ego head /armor (2.0 Encumbrance) Nature Power/Masterpiece Keywords: con/ground While equipped: Stats +2Con defense ------ Armor +1 Resistance +5% lightning +5% temporal other ------- Fatigue +1% A cap made of leather. |
| On hands | rough leather gloves of butchering (0 def, 1 armour)T1Ego+ hands /armor (1.0 Encumbrance) Antimagic Power Keywords: butchering While equipped: offense ------ Accuracy +4 (+1 eff.) Physical Power +5 (+2 eff.) Ignore Armor +5 defense ------ Armor +1 Resistance +5% blight Spell save +8 (+4 eff.) 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. |
| On fingers | Betawe the copper ringT1Rare ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: tenacity While equipped: Stats +1Dex +2Con offense ------ Physical Power +10 (+3 eff.) When Hit 2 physical defense ------ Life +22.00 Healmod +10% Immune +23% Pin +21% Disarm +22% Knockbk Rings make your fingers look great! |
| On fingers | marksman's steel ring of fire (+22%)T2Ego ring /jewelry (0.1 Encumbrance) Nature Power/Masterpiece Keywords: marksman/fire While equipped: Stats +4Dex offense ------ Damage Change +11% fire Accuracy +8 (+2 eff.) defense ------ Resistance +22% fire Rings make your fingers look great! |
| Around neck | insulating copper amulet of willpower (+3)T1Ego amulet /jewelry (0.1 Encumbrance) Nature Power Keywords: willpower/insulating While equipped: Stats +3Wil defense ------ Resistance +11% fire +10% cold Amulets make your neck look great! |
| In main hand | mighty rough leather sling of coldT1Ego sling 1H /weapon (4.0 Encumbrance) Arcane Power/Masterpiece Keywords: cold/mighty When used to attack: Mastery Sling Supremacy Accuracy bonus +0.2% base dam (max 20%) Attack Speed 100% Range +6 On-ranged-hit +5 cold While equipped: Stats +1Str offense ------ Damage Change +9% cold Physical Power +5 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt of carryingT1Ego belt /armor (1.0 Encumbrance) Arcane Power Keywords: carrying While equipped: other ------- Encumbrance +22 Fatigue -5% A belt that goes around your waist. |
| In off hand | iron shield 'Gleamborn' (0 def, 2 armour, 9-11 power, 21.5 block)T1Rare shield /armor (7.0 Encumbrance) Arcane Power Keywords: coruscating When used to attack (with talents): Weapon Damage 9.0 - 10.8 Uses 100% Str Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +2.5% Block +22 On-hit +4 light +11 fire On-Hit, radius 1 +8 light While equipped: Stats +1Str offense ------ Ignore resists +15% light +15% arcane When Hit 2 light 4 fire defense ------ Armor +2 Resistance +11% fire other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
| Cloak | Ivybrevea the Shinepython (7 def, 0 armour)T1Rare cloak /armor (2.0 Encumbrance) Masterpiece Keywords: enveloping While equipped: offense ------ Damage Change +9% light Ignore resists +10% acid +20% fire defense ------ Defense +7 (+2 eff.) Resistance +3% light Physical 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. |
| Main armor | stormwoven linen robe (0 def, 0 armour)T1Ego+ cloth /armor (2.0 Encumbrance) Nature Power Keywords: storm While equipped: Stats +5Str +4Mag +4Wil offense ------ Damage Change +6% lightning +7% physical +5% cold defense ------ Resistance +5% lightning +6% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steel amulet of the eclipseT2Ego+ amulet /jewelry (0.1 Encumbrance) Arcane Power Keywords: eclipse While equipped: offense ------ Damage Change +6% light +6% darkness On-Hit 7 light 6 darkness When Hit: * 6% chance to reduce damage dealt by 13% * 6% chance to blind Amulets make your neck look great! |
marksman's steel ring of tenacityT2Ego ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: tenacity/marksman While equipped: Stats +2Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Life +20.00 Immune +20% Pin +21% Disarm +20% Knockbk Rings make your fingers look great! |
rogue's steel ring of lightning (+22%)T2Ego ring /jewelry (0.1 Encumbrance) Nature Power/Masterpiece Keywords: rogue/lightning While equipped: Stats +3Cun offense ------ Damage Change +11% lightning defense ------ Defense +6 (+2 eff.) Resistance +22% lightning Rings make your fingers look great! |
Stormnull (36-57 power, 2 apr)T3Rare greatsword 2H /weapon (3.0 Encumbrance) Masterpiece Requires: - Strength 24 Keywords: balanced When used to attack: Weapon Damage 35.5 - 56.8 Uses 120% Str Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +12 acid On-crit, radius 2 +4 acid While equipped: offense ------ Ignore resists +20% lightning Accuracy +10 (+3 eff.) defense ------ Defense +13 (+4 eff.) Resistance +6% acid +6% lightning Immune +43% Disarm Massive two-handed swords. |
mighty ash longbow of piercingT2Ego+ longbow 2H /weapon (4.0 Encumbrance) Masterpiece Keywords: piercing/mighty When used to attack: Accuracy bonus +0.2% crit chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +3Str offense ------ Ignore resists +11% all Accuracy +15 (+5 eff.) Physical Power +8 (+3 eff.) Ignore Armor +9 Longbows are used to shoot arrows at your foes. |
vined mindstar (4-5 power, 18 apr, mind damage)T2Normal mindstar 1H /weapon (3.0 Encumbrance) Nature Power When used to attack: Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather slingT1Normal sling 1H /weapon (4.0 Encumbrance) When used to attack: Mastery Sling Supremacy Accuracy bonus +0.2% base dam (max 20%) Attack Speed 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element)T1Unique staff 2H /weapon (5.0 Encumbrance) Arcane Power Requires: - Magic 25 When used to attack: Weapon Damage 10.0 - 12.0 Uses 110% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Damage Change +10% acid +10% fire +10% darkness +10% blight Spell Crit +8% Spellpower +7 (+2 eff.) other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 64.69 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (129). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
acidic steel waraxe of amnesia (15-21 power, 3 apr)T2Ego+ waraxe 1H /weapon (3.0 Encumbrance) Arcane Power/Psionic Power Keywords: amnesia/acidic When used to attack: Weapon Damage 15.0 - 21.0 Uses 100% Str Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
cashmere robe 'Fognigh' (3 def, 2 armour)T3Rare cloth /armor (2.0 Encumbrance) Masterpiece Keywords: prot While equipped: offense ------ Damage Change +6% physical Accuracy +10 (+3 eff.) Physical Power +15 (+5 eff.) When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 13% defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +6% mind +11% all Physical save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of light (+21%) (0 def, 0 armour)T2Ego cloth /armor (2.0 Encumbrance) Arcane Power Keywords: light/spellwoven While equipped: offense ------ Damage Change +14% light Spell Crit +3% Spellpower +2 (+0 eff.) defense ------ Resistance +21% light +9% all Spell save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Ichorwind' (0 def, 1 armour)T1Rare feet /armor (2.0 Encumbrance) Masterpiece Keywords: disengage While equipped: Stats +2Dex +1Wil +2Cun offense ------ Critical power +5.00% Damage Change +9% mind Mindpower +5 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Armor +1 Resistance +6% cold Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.9 Power cost 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 185% 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. A pair of boots made of leather. |
hardened leather gloves (0 def, 2 armour)T2Normal hands /armor (1.0 Encumbrance) While equipped: defense ------ Armor +2 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. |
rough leather cap 'Heatschism' (0 def, 1 armour)T1Rare head /armor (2.0 Encumbrance) Masterpiece Keywords: con While equipped: Stats +2Str +1Wil +1Cun +5Con offense ------ Ignore resists +15% fire defense ------ Armor +1 other ------- Light +2 Fatigue +1% A cap made of leather. |
stabilizing rough leather cap (0 def, 1 armour)T1Ego head /armor (2.0 Encumbrance) Masterpiece Keywords: stabilize While equipped: defense ------ Armor +1 Physical save +10 (+5 eff.) other ------- Fatigue +1% A cap made of leather. |
rough leather armour (3 def, 2 armour)T1Normal light /armor (9.0 Encumbrance) While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) other ------- Fatigue +6% A suit of armour made of leather. |
iron shield (0 def, 2 armour, 8-10 power, 16.5 block)T1Normal shield /armor (7.0 Encumbrance) When used to attack (with talents): Weapon Damage 8.5 - 10.2 Uses 100% Str Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +2.5% Block +16 While equipped: defense ------ Armor +2 other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
4 agateT1Normal black /gem (0.0 Encumbrance) While equipped: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Item imbue powers: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarineT2Normal blue /gem (0.0 Encumbrance) 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. |
topazT2Normal blue /gem (0.0 Encumbrance) While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 31 turns)T1Ego digger /tool (3.0 Encumbrance) Masterpiece Keywords: miner While equipped: Stats +1Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emeraldT3Normal green /gem (0.0 Encumbrance) While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinelT1Normal green /gem (0.0 Encumbrance) While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lanternT1Normal lite (2.0 Encumbrance) 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. |
brass lantern of healthT1Ego lite (2.0 Encumbrance) Nature Power Keywords: health While equipped: defense ------ Life +42.00 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. |
Scrying OrbQuest orb (1.0 Encumbrance) Unknown Power While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Quest rod /charm (2.0 Encumbrance) Unknown Power 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 ChestQuest sher'tul /chest (2.0 Encumbrance) Unknown Power 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. |
pouch of iron shots (20/20, 14-16 power, 1 apr)T1Normal shot /ammo (3.0 Encumbrance) When used to attack: Weapon Damage 13.5 - 16.2 Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
2 amethystT2Normal violet /gem (0.0 Encumbrance) While equipped: Damage Change +4% all Spell Crit +2% Mind Crit +2% Physical Crit +2.0% Item imbue powers: Damage Change +4% all Spell Crit +2% Mind Crit +2% Physical Crit +2.0% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrineT1Normal yellow /gem (0.0 Encumbrance) While equipped: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Item imbue powers: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrineT1Normal yellow /gem (0.0 Encumbrance) 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. |
7 zirconT1Normal yellow /gem (0.0 Encumbrance) 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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By BoomfusNightmare the Halfling Skirmisher level 13
22nd Dusk 122nd year of Ascendancy at 18:41 see stats
Fool of a Took! (Nightmare (Roguelike) difficulty)
Killed oneself as a halfling.By BoomfusNightmare the Halfling Skirmisher level 13
34th Dusk 122nd year of Ascendancy at 03:49 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By BoomfusNightmare the Halfling Skirmisher level 10
4th Flare 122nd year of Ascendancy at 11:12 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By BoomfusNightmare the Halfling Skirmisher level 9
4th Mirth 122nd year of Ascendancy at 11:50 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Mayuldarin the sandworm throws a finishing uppercut.
Mayuldarin the sandworm performs a melee critical strike against BoomfusNightmare!
BoomfusNightmare is stunned!
Melee retaliation hits Mayuldarin the sandworm for (3 flat reduction), 0 fire, (2 flat reduction), 0 light, (2 flat reduction), 0 physical (0 total damage).
Mayuldarin the sandworm hits BoomfusNightmare for (20 flat reduction), 52 physical, (4 flat reduction), 0 lightning, (3 flat reduction), 0 lightning (52 total damage).
Mayuldarin the sandworm slows down.
Mayuldarin the sandworm starts to bleed.
BoomfusNightmare hits Mayuldarin the sandworm for (8 flat reduction), 3 physical (3 total damage).
Sandworm Queen envelops BoomfusNightmare with acid.
Sandworm Queen misses BoomfusNightmare.
The unstable sand tunnel collapses!
Bleeding from BoomfusNightmare hits Mayuldarin the sandworm for (3 flat reduction), 0 physical (0 total damage).
Sandworm stops bleeding.
BoomfusNightmare uses Block.
Mayuldarin the sandworm unleashes a flurry of disrupting kicks.
Sandworm Queen uses Summon.
Sandworm Queen summons Something!
Sandworm Queen summons Something!
Sandworm Queen summons Something!
Sandworm Queen summons Something!
New Achievement: Fool of a Took! (Nightmare (Roguelike) difficulty)!
Talent Swift Shot is ready to use.
Talent Infusion: Healing is ready to use.
Talent Bash and Smash is ready to use.
Talent Hurricane Shot is ready to use.
BoomfusNightmare the level 13 halfling skirmisher suffocated to death on level 2 of Sandworm lair.















































































