












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! 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! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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 | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Skirmisher |
| Level / Exp | 21 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Spellblaze Crystal at level 2 on the 75th Pyre 122nd year of Ascendancy at 22:11 0 / 6Killed by Polata the gelatinous cube at level 11 on the 25th Dusk 122nd year of Ascendancy at 19:48 Killed by Wick at level 12 on the 27th Dusk 122nd year of Ascendancy at 19:09 Killed by Chronolith Twin at level 19 on the 64th Dusk 122nd year of Ascendancy at 20:50 Killed by Porirebeth the cold drake at level 20 on the 67th Dusk 122nd year of Ascendancy at 02:00 Killed by Emelunor the ghoul at level 21 on the 4th Allure 123rd year of Ascendancy at 18:23 |
Primary Stats
| Strength | 21 (base 14) |
| Dexterity | 62 (base 50) |
| Constitution | 18 (base 10) |
| Magic | 25 (base 10) |
| Willpower | 16 (base 11) |
| Cunning | 60 (base 37) |
Resources
| Life | -108/382 |
| Stamina | 118/195 |
| Healing Factor | 1.2211363549267 |
| Regeneration | 0.30528408873167 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 40.606190251377 |
| See Invisible | 40.606190251377 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 74 |
| Accuracy | 49 |
| Crit Chance | 30% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +18% |
| Physical | +11% |
| Fire | +10% |
| All | +2% |
Offense: Damage Penetration
| Light | +5% |
| Blight | +15% |
| Physical | +8% |
| All | 0% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 32 (59.007671158813%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 4.6899726700218 |
| Physical Save | 24 |
| Spell Save | 29 |
| Mental Save | 40 |
Defense: Resistances
| Blight | + 16%( 70%) |
| Arcane | + 11%( 70%) |
| Mind | + 24%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 27%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 40%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 45% |
| Instadeath Resistance | 100% |
| Silence Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 600% 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
| Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 74. | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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: * You've found the needed vial of squid ink. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. 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 ice ant stinger. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Zuleg the Weepminister (15 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +1 Str offense ------ Critical power +10.00% Damage +9% physical When Hit 2 mind defense ------ Armor +3 Defense +15 (+3 eff.) Resistance +1% physical +8% fire +6% nature +7% cold A pair of boots made of leather. |
| Quiver | Porymira the pouch of steel shots (11/17, 123% power, 2 apr)3.0 Encumbrance T2 shot ammo [Rare] Master Weapon Damage 123% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +2 Critical Rate +4.5% Capacity 17 On-ranged-hit +8 mind On-Hit, radius 1 +8 mind On-crit, radius 2 +8 mind On Hit: * 10% chance to slow global speed by 46% * 10 arcane resource burn Shots are used with slings to pummel your foes to death. |
| Light source | Porynor the dwarven lantern1.0 Encumbrance T5 lite [Rare] Arcane While equipped: Stats +3 Str +9 Mag +2 Wil offense ------ Damage +10% light Ignore resists +15% blight defense ------ Resistance +10% darkness Crit Resistance 10.00% Affinity +5% light other ------- Light +7 Sun Flare: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 120.04 light damage. At talent level 3 you gain 20% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Toresus (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +2 Mag +2 Cun +4 Con defense ------ Armor +4 Fatigue +4% Unlife -80.00 life Cut Resist +20% other ------- Stamina when Hit +1.10 EQ when Hit +1.50 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Earthusher the dwarven-steel gauntlets (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 fire Damage +8% fire Ignore resists +5% nature defense ------ Armor +4 Fatigue +3% Resistance +9% light +7% fire Physical save +9 (+5 eff.) Silence Resist +20% Pinning Resist +20% 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. |
| Tool | Elarissra [power 170] (13 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: defense ------ Resistance +3% darkness Mind save +3 (+1 eff.) Healmod +15% Silence Resist +20% Sting an enemy dealing 173 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to reduce fatigue by 20% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Mind save +6 (+2 eff.) Confus Resist +21% Rings make your fingers look great! |
| On fingers | savior's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+3 eff.) Ignore Armor +7 defense ------ Defense +9 (+2 eff.) Physical save +7 (+4 eff.) Spell save +7 (+3 eff.) Mind save +7 (+2 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 146% 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 | Shinewisp the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% light Ignore resists +5% light When Hit 6 light 6 cold defense ------ Resistance +14% mind +9% fire Confus Resist +24% other ------- Light +2 Amulets make your neck look great! |
| In main hand | Cyrilaith the reinforced leather sling4.0 Encumbrance T4 sling 1H weapon [Rare] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +12 acid +12 blight While equipped: Stats +6 Cun +2 Mag offense ------ Spellpower +30 (+11 eff.) Ignore resists +8% physical other ------- Max mana +40.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | balancing rough leather belt of the vagrant1.0 Encumbrance T1 belt armor [Ego++] Nature/Master While equipped: Stats +3 Dex +4 Cun +1 Con offense ------ Physical Crit +6.0% Mind Crit +5% Mindpower +3 (+1 eff.) defense ------ Mind save +5 (+2 eff.) A belt that goes around your waist. |
| In off hand | Spideroracle the dwarven-steel shield (0 def, 6 armour, 132% power, 78 block)7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 133% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +78 On-hit +12 nature While equipped: offense ------ When Hit 4 mind defense ------ Armor +6 Fatigue +8% Resistance +9% fire +3% nature +30% cold other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Gunihor' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Con offense ------ Physical Crit +1.0% defense ------ Defense +2 (+0 eff.) Resistance +6% light +12% blight other ------- Stamina/turn +1.00 Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reinforced leather armour 'Gleamoracle' (19 def, 12 armour)9.0 Encumbrance T4 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +5 Dex offense ------ Critical power +5.00% When Hit 2 arcane defense ------ Armor +12 Defense +19 (+4 eff.) Fatigue +8% Resistance +7% mind +7% arcane +9% light Spell save +17 (+8 eff.) Mind save +14 (+5 eff.) other ------- Max vim +30.00 A suit of armour made of leather. |
Inventory
dwarven-steel helm 'Kindlespawn' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +12 Dex offense ------ Physical Crit +4.0% Physical Power +10 (+5 eff.) Damage +6% physical When Hit 2 physical defense ------ Armor +4 Fatigue +4% Resistance +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 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. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
9 aquamarine0.0 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. |
ash totem of healing [power 188] (13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
dwarven-steel helm 'Oakveil' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% lightning +6% nature Ignore resists +5% lightning On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +4 Fatigue +4% Resistance +3% lightning +8% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
19 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.0 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
10 amethyst0.0 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. |
iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rune of the Rift (214.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 218.28 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Plumpkin Plumpkin15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +2% all Against +20% Immovable Become the plumpkin. Uses 82 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Wick the Shalore Skirmisher level 12
27th Dusk 122nd year of Ascendancy at 03:36 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Wick the Shalore Skirmisher level 21
69th Dusk 122nd year of Ascendancy at 18:13 see stats
Exterminator
Killed 1000 creatures.By Wick the Shalore Skirmisher level 17
60th Dusk 122nd year of Ascendancy at 00:22 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Wick the Shalore Skirmisher level 17
47th Dusk 122nd year of Ascendancy at 08:24 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Wick the Shalore Skirmisher level 15
40th Dusk 122nd year of Ascendancy at 14:36 see stats
Level 10
Got a character to level 10.By Wick the Shalore Skirmisher level 10
3rd Summertide 122nd year of Ascendancy at 12:35 see stats
Level 20
Got a character to level 20.By Wick the Shalore Skirmisher level 20
65th Dusk 122nd year of Ascendancy at 17:45 see stats
Poisonous
Sided with the assassin lord.By Wick the Shalore Skirmisher level 21
2nd Haze 122nd year of Ascendancy at 23:21 see stats
Size matters
Did over 600 damage in one attack.By Wick the Shalore Skirmisher level 20
66th Dusk 122nd year of Ascendancy at 18:09 see stats
The Arena
Unlocked Arena mode.By Wick the Shalore Skirmisher level 8
7th Mirth 122nd year of Ascendancy at 13:01 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Wick the Shalore Skirmisher level 16
44th Dusk 122nd year of Ascendancy at 17:20 see stats
The secret city
Discovered the truth about mages.By Wick the Shalore Skirmisher level 11
4th Flare 122nd year of Ascendancy at 21:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Wick the Shalore Skirmisher level 13
34th Dusk 122nd year of Ascendancy at 03:58 see stats
Log
Swift Shot is still on cooldown for 4 turns.
Wick shoots!
Wick's Shoot hits Ghoul for 85 physical, 11 acid, 0 arcane, 11 blight, 7 mind, 4 mind (118 total damage).
Celia casts Gelid Host.
Wick reacts to damage from Celia, mitigating the blow!.
Celia hits Wick for (26 flat reduction), (22 reacted , -4 stam), (69 absorbed), 0 cold (0 total damage).
Ghoul misses Wick.
Emelunor the ghoul casts Arcane Vortex.
Emelunor the ghoul's spell attains critical power!
Wick is focused by an arcane vortex!
Bleeding from Wick hits Ghoul for 13 physical damage.
Wick uses Noggin Knocker.
Wick's Noggin Knocker performs a ranged critical strike against Celia!
Celia is stunned!
Wick's Noggin Knocker hits Celia for 41 physical, 10 acid, 8 arcane, 10 blight, 3 mind, 3 mind (74 total damage).
Wick's Noggin Knocker hits Celia for 45 physical, 10 acid, 8 arcane, 10 blight, 5 mind, 3 mind (81 total damage).
Wick's Noggin Knocker hits Celia for 88 physical, 10 acid, 8 arcane, 10 blight, 5 mind, 3 mind, 3 mind (127 total damage).
Your shield crumbles under the damage!
The shield around Wick crumbles.
Arcane Vortex from Emelunor the ghoul hits Wick for (26 flat reduction), (23 absorbed), 31 cold (31 total damage).
Ghoul misses Wick.
Emelunor the ghoul casts Manathrust.
Wick reacts to damage from Emelunor the ghoul, mitigating the blow!.
Phantasmal Shield hits Emelunor the ghoul for 167 cold damage.
Emelunor the ghoul hits Wick for (26 flat reduction), (37 reacted , -4 stam), 117 cold (117 total damage).
Emelunor the ghoul hits Ghoul for (49 resilience), 273 arcane (273 total damage).
Emelunor the ghoul hits Bethylle the master vampire for 315 arcane damage.
Wick the level 21 shalore skirmisher was frozen to death by Emelunor the ghoul on level 2 of Last Hope Graveyard.






































































