











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! No unique artifacts transmografication 1.7.6Blocks transmografication of unique artifacts so we won't destroy them by mistake(or NEVER! >;-) ) v.1.0.3 FIX aka. MY PRECIOUS edition: sometimes awarded uniques spawn in inventory and avoid loadList -> added check when using transmo chest/APE to be 100% sure our unique artifacts are safe and no chest hobbits can touch them! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Thalore |
Class | Archer |
Level / Exp | 18 / 41% |
Size | medium |
Lifes / Deaths | Killed by elven mage at level 13 on the 13rd Haze 122nd year of Ascendancy at 12:59 3 / 2Killed by sara at level 16 on the 77th Haze 122nd year of Ascendancy at 19:44 |
Primary Stats
Strength | 48 (base 38) |
Dexterity | 61 (base 46) |
Constitution | 14 (base 10) |
Magic | 11 (base 10) |
Willpower | 24 (base 10) |
Cunning | 25 (base 12) |
Resources
Life | 445/445 |
Stamina | 196/196 |
Healing Factor | 1.2872895330003 |
Regeneration | 6.7582700482516 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 24.108545491274 |
See Invisible | 24.108545491274 |
Offense: Mainhand
Damage | 71 |
Accuracy | 58 |
Crit Chance | 25% |
APR | 7 |
Speed | 0.95 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Light | +9% |
Fire | +3% |
Nature | +5% |
Physical | +5% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Lightning | +10% |
Fire | +15% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 29.08934837382 (81.151787968034%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 2 |
Physical Save | 27 |
Spell Save | 19 |
Mental Save | 18 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 9%( 70%) |
Cold | + 44%( 70%) |
All | + 4%( 70%) |
Darkness | + 21%( 70%) |
Light | + 6%( 70%) |
Temporal | + 14%( 70%) |
Lightning | + 25%( 70%) |
Fire | + 6%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 48% |
Instadeath Resistance | 100% |
Disarm Resistance | 37% |
Pinning Resistance | 46% |
Poison Resistance | 20% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Dexterity 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 127 damage for 3 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 648% 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 Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength 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 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Lck +5 Dex offense ------ Ignore resists +15% nature defense ------ Armor +3 Resistance +3% acid +6% cold Stealth +8 Unlife -40.00 life Life Regen +4.00 Disarm Resist +10% Pinning Resist +20% A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T1 arrow ammo [Rare] Psionic Weapon Damage 110% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 20 On-ranged-hit +12 nature +9 darkness Damage Against +9% Living On-Hit, radius 1 +8 nature On Hit: * 10% chance to slow global speed by 42% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +42.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Cun +3 Str defense ------ Armor +3 Fatigue +5% Resistance +6% acid Crit Resistance 5.00% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 115.9 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Physical Power +5 (+2 eff.) Ignore Armor +2 defense ------ Defense +5 (+2 eff.) Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 238 Base Damage: 99 Armor: 3 All Resist: 0 Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% physical defense ------ Resistance +3% temporal +3% light +18% cold Life +25.00 Disarm Resist +27% Pinning Resist +26% Knockbk Resist +30% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Physical Crit +6.0% Damage +9% cold defense ------ Resistance +10% lightning +8% temporal Physical save +12 (+6 eff.) other ------- Stamina/turn +2.00 Max stamina +10.00 A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Main armor | ![]() 12.0 Encumbrance T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +10 (+4 eff.) Resistance +18% cold +18% darkness +18% nature Healmod +25% other ------- Cooldown Gift of the Woods -5 Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +2 (+1 eff.) Damage +9% light +3% fire Ignore resists +15% fire When Hit 4 temporal 8 fire defense ------ Defense +2 (+1 eff.) Fatigue -3% Resistance +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +1 Wil +2 Cun offense ------ Ignore resists +10% lightning When Hit 8 fire defense ------ Resistance +12% lightning Crit Resistance 5.00% Stun Resist +28% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +6 Str +6 Dex +6 Wil offense ------ Damage +15% mind When Hit 6 mind defense ------ Resistance +6% acid +9% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +1 Con offense ------ Accuracy +10 (+3 eff.) defense ------ Resistance +5% arcane +6% temporal Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) defense ------ Life +24.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +10 (+5 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 4.0 Encumbrance T3 sling 1H weapon [Rare] Disrupt Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ On-Hit (Ranged): * 20 arcane resource burn defense ------ Resistance +10% acid +6% temporal +11% lightning +10% cold +9% fire +6% mind +2% all Spell save +8 (+4 eff.) Healmod +5% Stun Resist +10% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T1 sling 1H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: Stats +2 Str +1 Dex +1 Mag +4 Wil offense ------ Physical Power +6 (+2 eff.) other ------- Infravision +1 Slings are used to hurl stones or metal shots at your foes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Cun +3 Con offense ------ Mindpower +15 (+7 eff.) Damage +6% nature Ignore resists +5% mind defense ------ Resistance +12% blight Mind save +7 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +5% temporal A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +2 Cun offense ------ Ignore Shields +30% defense ------ Defense +1 (+0 eff.) Resistance +5% arcane other ------- Vim-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Wil offense ------ Physical Crit +1.0% Mind Crit +2% Physical Power +1 (+0 eff.) Damage +6% acid +3% blight Ignore resists +10% acid defense ------ Defense +1 (+0 eff.) Fatigue -3% other ------- Psi when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Defense +6 (+3 eff.) Physical save +5 (+2 eff.) Spell save +6 (+3 eff.) Mind save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +1 Mag offense ------ Critical power +15.00% defense ------ Armor +3 Fatigue -2% Crit Resistance 15.00% Physical save +6 (+3 eff.) other ------- Encumbrance +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 32% (based on Cunning). Uses 43 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +1 Mag +1 Cun defense ------ Armor +3 Fatigue +2% Resistance +6% fire +3% nature +6% cold other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +3% nature defense ------ Defense +1 (+0 eff.) Resistance +3% fire Unlife -60.00 life Life +20.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Psi/turn +0.12 A pointy cloth hat, very wizardly... |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. 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. |
![]() 7.0 Encumbrance T2 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Defense +9 (+4 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 3.0 Encumbrance T1 arrow ammo [Ego] Arcane Weapon Damage 112% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 17 Auto Reload 4 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Mag offense ------ Spellpower/crit +2 Damage +3% arcane +9% mind Ignore resists +10% arcane defense ------ Life +20.00 other ------- Max stamina +15.00 Max vim +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T3 shot ammo [Ego++] Master Weapon Damage 153% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +20.0% Capacity 19 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Ego] Master Weapon Damage 112% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +1 Critical Rate +4.0% Capacity 24 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +12% light Ignore resists +15% lightning On-Hit (Melee): * 10% chance to slow global speed by 42% defense ------ Resistance +3% nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By sara the Thalore Archer level 10
3rd Haze 122nd year of Ascendancy at 03:46 see stats
By sara the Thalore Archer level 13
19th Haze 122nd year of Ascendancy at 05:10 see stats
By sara the Thalore Archer level 14
66th Haze 122nd year of Ascendancy at 01:11 see stats
By sara the Thalore Archer level 18
7th Decay 122nd year of Ascendancy at 16:05 see stats
Log
There is a A path into the Old Forest here (press '' or right click to use).
Today is the 1st Wintertide of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Ran for 3 turns (stop reason: hostile spotted to the southeast (ziguranth patrol)).
Today is the 2nd Wintertide of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:41.
Today is the 1st Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
Today is the 2nd Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
Today is the 3rd Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Today is the 4th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
There is a Zigur (Town) here (press '' or right click to use).
Ran for 21 turns (stop reason: interesting terrain).
Today is the 5th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Today is the 6th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Today is the 7th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Today is the 8th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:28.
Today is the 9th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
There is a A path into the Old Forest here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
There is a way to the next level here (press '' or right click to use).