












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | Skirmisher |
Level / Exp | 10 / 0% |
Size | medium |
Lifes / Deaths | Killed by elven tempest at level 10 on the 16th Dusk 122nd year of Ascendancy at 13:33 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 36 (base 31) |
Constitution | 12 (base 10) |
Magic | 8 (base 10) |
Willpower | 23 (base 11) |
Cunning | 26 (base 24) |
Resources
Life | -68/264 |
Stamina | 144/160 |
Healing Factor | 1.2191526171257 |
Regeneration | 3.9622460056586 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 40 |
Accuracy | 49 |
Crit Chance | 9% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Fire | +11% |
Mind | +6% |
Defense: Base
Armour (hardiness) | 18.719009130622 (66.439381135396%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 10 |
Mental Save | 33 |
Defense: Resistances
Cold | + 5%( 70%) |
Fire | + 27%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
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. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 |
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 must explore the Heart of the Gloom. | active |
Equipment
On feet | ![]() traveler's pair of rough leather boots of speed (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% (-) defense ------ Armor +1 (-) Fatigue -5% (-) Physical save +5 (+2 eff.) (-) other ------- Encumbrance +20 (-) A pair of boots made of leather. |
Quiver | ![]() storming pouch of iron shots of erosion (14/14, 16-20 power, 1 apr) 3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Ego] Nature Weapon Damage 16.5 - 19.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 (-) Critical Rate +4.0% (-) Capacity 14 (-) On-ranged-hit +5(-) nature +10(-) lightning On-crit, radius 2 +6(-) lightning Shots are used with slings to pummel your foes to death. |
Light source | ![]() survivor's brass lantern of focus 2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: Stats +3(-) Wil offense ------ Damage +6%(-) mind defense ------ Physical save +6 (+3 eff.) (-) Healmod +10% (-) 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 | ![]() insulating rough leather cap (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 (-) Fatigue +1% (-) Resistance +5%(-) fire +5%(-) cold A cap made of leather. |
Tool | ![]() Eye of the Dreaming One 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5(-) Wil offense ------ Mindpower +5 (+2 eff.) (-) defense ------ Mind save +10 (+5 eff.) (-) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() psionicist's copper ring 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2(-) Wil defense ------ Mind save +4 (+2 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Beteba 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1(-1) Wil offense ------ Mind Crit +3% Critical power +10.00% Damage +6% acid +11% fire defense ------ Resistance +22% fire Mind save +0 (+0 eff.) (-4 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() rough leather belt of the mystic 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+3 eff.) (-) defense ------ Mind save +5 (+2 eff.) (-) A belt that goes around your waist. |
In main hand | ![]() rough leather sling 4.0 Encumbrance T1 sling 1H weapon Reqs Dex 11 Shoot [Normal] Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% (-) Range +6 (-) Slings are used to hurl stones or metal shots at your foes. |
On hands | ![]() rough leather gloves of dexterity (+2) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2(-) Dex offense ------ Accuracy +11 (+3 eff.) (-) defense ------ Armor +1 (-) 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. |
In off hand | ![]() iron shield (0 def, 2 armour, 10-13 power, 24.5 block) 7.0 Encumbrance T1 shield armor Reqs - Shield usage training Cun 11 [Normal] When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% (-) Block +24 (-) While equipped: defense ------ Armor +2 (-) Fatigue +8% (-) other ------- Talents +1.00(-) Block Handheld deflection devices. |
Cloak | ![]() enveloping linen cloak of Iron Throne (6 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1(-) Str +1(-) Con defense ------ Defense +6 (+3 eff.) (-) 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 | ![]() troll-hide rough leather armour of command (9 def, 5 armour) 9.0 Encumbrance T1 light armor Reqs Str 10 [Ego++] Nature/Psionic While equipped: Stats +2(-) Cun defense ------ Armor +5 (-) Defense +9 (+4 eff.) (-) Fatigue +6% (-) Mind save +11 (+5 eff.) (-) Life +32.00 (-) Life Regen +3.00 (-) Healmod +10% (-) A suit of armour made of leather. |
Inventory
![]() healing infusion of the duelist (heal 112; cd 11) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 112 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 2 physical, 4 arcane, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 21 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() elm magestaff of illumination (10-12 power, 2 apr, cold element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego] Nature Weapon Damage 10.0 - 12.0(+10.0 - +12.0) Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% (-) Range +0 (-6) While equipped: offense ------ Spell Crit +1% Spellpower +3 (+3 eff.) Damage +10% cold defense ------ Defense +5 (+2 eff.) other ------- Light +3 Talents +1 Command Staff This staff offers 10% bonus to cold damage. (included above) Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 36.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() elm starstaff (10-12 power, 2 apr, physical element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Normal] Weapon Damage 10.0 - 12.0(+10.0 - +12.0) Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% (-) Range +0 (-6) While equipped: offense ------ Spell Crit +1% Spellpower +3 (+3 eff.) Damage +10% physical other ------- Talents +1 Command Staff This staff offers 10% bonus to physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elm starstaff of might (10-12 power, 2 apr, darkness element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Weapon Damage 10.0 - 12.0(+10.0 - +12.0) Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% (-) Range +0 (-6) While equipped: offense ------ Spell Crit +6% Spellpower +3 (+3 eff.) Damage +10% darkness other ------- Mana/turn +0.11 Max mana +33.00 Talents +1 Command Staff This staff offers 10% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() surging elm starstaff of fate (10-12 power, 2 apr, temporal element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Weapon Damage 10.0 - 12.0(+10.0 - +12.0) Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% (-) Range +0 (-6) While equipped: offense ------ Spell Crit +4% Spellpower +3 (+3 eff.) Spellpower/crit +2 Damage +10% temporal defense ------ Physical save +6 (+3 eff.) Spell save +5 (+5 eff.) Mind save +5 (+3 eff.) other ------- Talents +1 Command Staff This staff offers 10% bonus to temporal damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() Tarrularion (14-19 power, 5 apr) 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Rare] Master Weapon Damage 14.5 - 18.9(+14.5 - +18.9) Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% (-) Range +0 (-6) While equipped: Stats +1 Str +1 Wil offense ------ Ignore resists +15% temporal other ------- See Invisibility +3 Sharp, short and deadly. Tap to cycle through comparison choices |
![]() Shantiz the Stormblade (15-20 power, 20 apr) 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5(+15.0 - +19.5) Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% (-) Range +0 (-6) On Hit: + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
![]() gifted mossy mindstar (3-3 power, 12 apr, nature damage) 3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature Weapon Damage 3.0 - 3.3(+3.0 - +3.3) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% (-) Range +0 (-6) While equipped: offense ------ Mind Crit +1% Mindpower +5 (+3 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. Tap to cycle through comparison choices |
![]() steady elm longbow of acid 4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 11 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% (-) Range +6 (-) On-ranged-hit +9 acid While equipped: offense ------ Physical Crit +3.0% Damage +14% acid Accuracy +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() quiver of elm arrows (18/18, 12-18 power, 5 apr) 3.0 Encumbrance T1 arrow ammo Reqs Dex 11 [Normal] Weapon Damage 12.5 - 17.5(-4.0 - -2.3) Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 (+4) Critical Rate +1.0% (-3.0%) Capacity 18 (4) On-ranged-hit +0(-5) nature +0(-10) lightning On-crit, radius 2 +0(-6) lightning Arrows are used with bows to pierce your foes to death. |
![]() quiver of elm arrows of accuracy (24/24, 12-17 power, 5 apr) 3.0 Encumbrance T1 arrow ammo Reqs Dex 11 [Ego] Master Weapon Damage 12.0 - 16.8(-4.5 - -3.0) Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +5 (+4) Critical Rate +1.0% (-3.0%) Capacity 24 (10) On-ranged-hit +0(-5) nature +0(-10) lightning On-crit, radius 2 +0(-6) lightning Arrows are used with bows to pierce your foes to death. |
![]() pouch of iron shots (15/15, 15-18 power, 1 apr) 3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Normal] Weapon Damage 15.0 - 18.0(-1.5 - -1.8) Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 (-) Critical Rate +4.0% (-) Capacity 15 (1) On-ranged-hit +0(-5) nature +0(-10) lightning On-crit, radius 2 +0(-6) lightning Shots are used with slings to pummel your foes to death. |
![]() pouch of iron shots (17/17, 14-17 power, 1 apr) 3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Normal] Weapon Damage 14.0 - 16.8(-2.5 - -3.0) Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 (-) Critical Rate +4.0% (-) Capacity 17 (3) On-ranged-hit +0(-5) nature +0(-10) lightning On-crit, radius 2 +0(-6) lightning Shots are used with slings to pummel your foes to death. |
![]() pouch of iron shots of accuracy (16/17, 15-18 power, 1 apr) 3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Ego] Master Weapon Damage 15.0 - 18.0(-1.5 - -1.8) Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +1 (-) Critical Rate +4.0% (-) Capacity 17 (3) On-ranged-hit +0(-5) nature +0(-10) lightning On-crit, radius 2 +0(-6) lightning Shots are used with slings to pummel your foes to death. |
![]() pouch of iron shots of paradox (20/20, 14-17 power, 1 apr) 3.0 Encumbrance T1 shot ammo Reqs Dex 11 [Ego] Arcane Weapon Damage 14.5 - 17.4(-2.0 - -2.4) Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 (-) Critical Rate +4.0% (-) Capacity 20 (6) On-ranged-hit +0(-10) lightning +7 temporal +0(-5) nature On-crit, radius 2 +0(-6) lightning On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
![]() iron shield of lightning resistance (+15%) (0 def, 2 armour, 8-9 power, 24.5 block) 7.0 Encumbrance T1 shield armor Reqs - Shield usage training Cun 11 [Ego] Master When used to Attack: Weapon Damage 7.5 - 9.0(-3.0 - -3.6) Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% (-) Block +24 (-) While equipped: defense ------ Armor +2 (-) Fatigue +8% (-) Resistance +15% lightning other ------- Talents +1.00(-) Block Handheld deflection devices. |
![]() linen robe of lightning (+15%) (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: Stats +0(-2) Cun offense ------ Damage +10% lightning defense ------ Armor +0 (-5) Defense +0 (+0 eff.) (-9 (-4 eff.)) Fatigue +0% (-6%) Resistance +15% lightning +7% all Mind save +0 (+0 eff.) (-11 (-5 eff.)) Life +0.00 (-32.00) Life Regen +0.00 (-3.00) Healmod +0% (-10%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven linen robe of protection (2 def, 3 armour) 2.0 Encumbrance T1 cloth armor [Ego] Arcane/Master While equipped: Stats +0(-2) Cun offense ------ Spell Crit +3% Spellpower +2 (+2 eff.) defense ------ Armor +3 (-2) Defense +2 (+1 eff.) (-7 (-3 eff.)) Fatigue +0% (-6%) Resistance +7% all Physical save +16 (+8 eff.) Spell save +16 (+13 eff.) Mind save +0 (+0 eff.) (-11 (-5 eff.)) Life +0.00 (-32.00) Life Regen +0.00 (-3.00) Healmod +0% (-10%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven linen robe of time (+11%) (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: Stats +0(-2) Cun offense ------ Spell Crit +2% Spellpower +3 (+3 eff.) Damage +11% temporal defense ------ Armor +0 (-5) Defense +0 (+0 eff.) (-9 (-4 eff.)) Fatigue +0% (-6%) Resistance +7% all +11% temporal Spell save +16 (+13 eff.) Mind save +0 (+0 eff.) (-11 (-5 eff.)) Life +0.00 (-32.00) Life Regen +0.00 (-3.00) Healmod +0% (-10%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() rough leather armour (3 def, 2 armour) 9.0 Encumbrance T1 light armor Reqs Str 10 [Normal] While equipped: Stats +0(-2) Cun defense ------ Armor +2 (-3) Defense +3 (+1 eff.) (-6 (-3 eff.)) Fatigue +6% (-) Mind save +0 (+0 eff.) (-11 (-5 eff.)) Life +0.00 (-32.00) Life Regen +0.00 (-3.00) Healmod +0% (-10%) A suit of armour made of leather. |
![]() prismatic iron plate armour of cold resistance (0 def, 7 armour) 17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Ego] Arcane/Master While equipped: Stats +0(-2) Cun defense ------ Armor +7 (+2) Defense +0 (+0 eff.) (-9 (-4 eff.)) Fatigue +22% (+16%) Resistance +15% cold +11% light +11% darkness Mind save +0 (+0 eff.) (-11 (-5 eff.)) Life +0.00 (-32.00) Life Regen +0.00 (-3.00) Healmod +0% (-10%) A suit of armour made of metal plates. |
![]() linen cloak (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Normal] While equipped: Stats +0(-1) Str +0(-1) Con defense ------ Defense +1 (+1 eff.) (-5 (-2 eff.)) Physical save +0 (+0 eff.) (-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. |
![]() traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: offense ------ Move Speed +0% (-25%) defense ------ Armor +1 (-) Fatigue -4% (+1%) Physical save +5 (+2 eff.) (-) other ------- Encumbrance +20 (-) Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
![]() Sludgegrip (0 def, 0 armour) 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +0(-2) Dex +4 Wil +4 Cun offense ------ Mindpower +2 (+1 eff.) Damage +5% nature Accuracy +0 (+0 eff.) (-11 (-3 eff.)) defense ------ Armor +0 (-1) 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. |
![]() rough leather gloves (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Normal] While equipped: Stats +0(-2) Dex offense ------ Accuracy +0 (+0 eff.) (-11 (-3 eff.)) defense ------ Armor +1 (-) 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. |
![]() spellwoven linen wizard hat of darkness (+16%) (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+2 eff.) Damage +11% darkness defense ------ Armor +0 (-1) Defense +1 (+0 eff.) Fatigue +0% (-1%) Resistance +0%(-5%) cold +16% darkness +0%(-5%) fire other ------- Mana/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: 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. |
![]() brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: Stats +0(-3) Wil offense ------ Damage +0%(-6%) mind defense ------ Physical save +0 (+0 eff.) (-6 (-3 eff.)) Healmod +0% (-10%) 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
![]() cleansing elm totem of healing [power 110] (15 cooldown) 2.0 Encumbrance T1 totem charm [Ego] Nature While equipped: Stats +0(-5) Wil offense ------ Mindpower +0 (+0 eff.) (-5 (-2 eff.)) defense ------ Mind save +0 (+0 eff.) (-10 (-5 eff.)) Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 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. |
Achievements
By Gonk the Thalore Skirmisher level 10
16th Dusk 122nd year of Ascendancy at 13:05 see stats
Log
Numbing Poison from Poison ooze hits Gonk for (15 flat reduction), 0 nature (0 total damage).
Gonk is no longer poisoned.
Talent Block is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Gonk picks up (f.): elm magestaff of illumination (10-12 power, 2 apr, cold element).
You pickup 0.70 gold pieces.
Gonk picks up (J.): opal.
Ran for 3 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 1 turns (stop reason: hostile spotted to the east (elven tempest)).
Elven tempest casts Lightning.
Elven tempest hits Gonk for (18 flat reduction), 141 lightning (141 total damage).
Thunderstorm hits Gonk for (18 flat reduction), 7 lightning (7 total damage).
Gonk uses Infusion: Regeneration.
Gonk starts regenerating health quickly.
Gonk uses Block.
Elven tempest casts Timeless.
Thunderstorm hits Gonk for (19 blocked), 0 lightning (0 total damage).
Elven tempest casts Lightning.
Elven tempest's spell attains critical power!
Elven tempest hits Gonk for (24 blocked), (18 flat reduction), 187 lightning (187 total damage).
Gonk the level 10 thalore skirmisher was zapped to death by an elven tempest on level 1 of Rhaloren Camp.