












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! True Full 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. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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:
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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 15 / 85% |
| Size | small |
| Lifes / Deaths | Killed by worm that walks at level 15 on the 57th Dusk 122nd year of Ascendancy at 00:14 / 2Killed by worm that walks at level 15 on the 57th Dusk 122nd year of Ascendancy at 01:39 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 48 (base 41) |
| Constitution | 24 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 11) |
| Cunning | 39 (base 29) |
Resources
| Life | -7/410 |
| Stamina | 120/168 |
| Healing Factor | 1.3272674059367 |
| Regeneration | 5.6408864752308 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 33.80269634765 |
| See Invisible | 33.80269634765 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 43 |
| Crit Chance | 16% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +10% |
| Physical | +18% |
| Mind | +9% |
| Nature | +32% |
Offense: Damage Penetration
| Mind | +20% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 21 (48.594633868923%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 1.9238052216851 |
| Physical Save | 24 |
| Spell Save | 9 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Cold | + 34%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 24%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 21% |
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 258 life over 5 turns. Its effects scale with your Willpower stat. |
| 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 555% 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. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 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 repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed vial of greater demon bile. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 | restorative pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Life Regen +2.00 Healmod +11% other ------- Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of iron shots of accuracy (19/23, 16-19 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Master Weapon Damage 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +1 Critical Rate +4.0% Capacity 23 Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Mayelewe the linen wizard hat (1 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Wil offense ------ Damage +11% nature defense ------ Armor +4 Defense +1 (+0 eff.) Resistance +16% nature other ------- Stamina/turn +1.00 A pointy cloth hat, very wizardly... |
| On hands | Layytira the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str +2 Dex +4 Con offense ------ Physical Crit +2.0% Physical Power +7 (+3 eff.) defense ------ Armor +1 Resistance +9% lightning other ------- Hate-on-crit +1.00 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 | supercharged steel torque of gale force [power 195] (17 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 230 physical damage Puts all charms on 17 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
| On fingers | copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+3 eff.) Ignore Armor +7 defense ------ Defense +8 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 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 153% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Armylentir0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +1 Wil offense ------ When Hit 4 temporal defense ------ Resistance +11% fire +11% cold other ------- Light +1 Infravision +1 Amulets make your neck look great! |
| In main hand | cured leather sling 'Growthwrack'4.0 Encumbrance T2 sling 1H weapon [Rare] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +2 Dex offense ------ Damage +21% nature Ignore resists +5% lightning On-Hit (Ranged): * 20% chance to reduce damage dealt by 14% defense ------ Resistance +3% lightning Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Ce'Nera1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Con offense ------ Critical power +10.00% Damage +18% physical defense ------ Resistance +6% lightning +5% temporal A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- 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 'Xanyratira' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% mind Ignore resists +20% mind defense ------ Defense +1 (+0 eff.) Resistance +15% mind Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Shockblack (2 def, 2 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: offense ------ Critical power +10.00% Damage +6% lightning defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +3% acid +7% all Physical save +15 (+7 eff.) other ------- Max psi +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
shielding rune of the warrior (absorb 89; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 89 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
balanced steel battleaxe (23-34 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master Weapon Damage 23.0 - 34.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +36% Massive two-handed battleaxes. |
acidic steel dagger (14-18 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
steel greatmaul (26-38 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Normal] Weapon Damage 25.5 - 38.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
chilling dwarven-steel waraxe of vileness (18-26 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +7 blight +9 cold On Hit: * 5% chance to reduce strength, dexterity, and constitution by 6 One-handed war axes. |
steel waraxe (16-22 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Normal] Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
cleansing rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Disrupt/Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +6% acid +6% blight Spell save +6 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
thick cashmere cloak of protection (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +13% cold Spell save +5 (+5 eff.) Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetmistress the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Critical power +5.00% Damage +13% acid +6% mind Ignore resists +20% darkness On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Resistance +19% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of light (+16%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +14% arcane +11% light defense ------ Resistance +16% light +9% all other ------- Max mana +23.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Gunedrachak' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Damage +12% nature When Hit 4 mind On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Resistance +30% nature +9% all Mind save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.50 Max stamina +10.00 Infravision +2 A pair of boots made of leather. |
sand iron gauntlets of strength (+2) (0 def, 7 armour)1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 6 physical Damage +4% physical defense ------ Armor +7 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. |
Eilinobeth (10 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +1 Defense +10 (+3 eff.) Fatigue +1% Resistance +3% physical Pinning Resist +10% Knockbk Resist +10% A cap made of leather. |
aegis cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Shield Power +5% Life Regen +2.30 A pointy cloth hat, very wizardly... |
4 agate0.0 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. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)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. |
Transmogrification Chest2.0 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. |
7 ametrine0.0 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. |
3 citrine0.0 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. |
2 zircon0.0 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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Stubby the Halfling Skirmisher level 13
41st Dusk 122nd year of Ascendancy at 09:10 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Stubby the Halfling Skirmisher level 10
9th Mirth 122nd year of Ascendancy at 04:13 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Stubby the Halfling Skirmisher level 8
3rd Mirth 122nd year of Ascendancy at 00:35 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Stubby the Halfling Skirmisher level 13
51st Dusk 122nd year of Ascendancy at 08:06 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Stubby the Halfling Skirmisher level 15
57th Dusk 122nd year of Ascendancy at 00:14 see stats
Log
Worm that walks's Acid Strike is disrupted by his wounds!
Stubby's Swift Shot hits Worm that walks for 68 physical damage.
Stubby shoots!
Worm that walks casts Worm Rot.
Stubby is afflicted by a terrible worm rot!
Stubby's Shoot hits Worm that walks for 37 physical damage.
Stubby uses Kneecapper.
Worm that walks is pinned to the ground.
Worm that walks starts to bleed.
Stubby's Kneecapper hits Worm that walks for 60 physical damage.
Worm Rot from Worm that walks hits Stubby for 38 blight, 30 acid (68 total damage).
Worm that walks casts Epidemic.
Stubby is afflicted by an epidemic!
Bleeding from Stubby hits Worm that walks for 15 physical damage.
Stubby uses Kill Shot.
Stubby snipes Worm that walks (+110% weapon bonus for range)!
Stubby's Kill Shot hits Worm that walks for 69 physical damage.
Epidemic from Worm that walks hits Stubby for 50 blight damage.
Worm Rot from Worm that walks hits Stubby for 38 blight, 30 acid (68 total damage).
Worm that walks is no longer pinned.
Worm that walks casts Drain.
Stubby tries to evade attacks.
Worm that walks hits Stubby for 204 blight damage.
Bleeding from Stubby hits Worm that walks for 15 physical damage.
Stubby the level 15 halfling skirmisher was diseased to death by a worm that walks on level 2 of Old Forest.
A carrion worm mass bursts out of Stubby!
Stubby is free from the worm rot.













































































