










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.
Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 26 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 6 on the 7th Profit 122nd year of Ascendancy at 08:13 1 / 5Killed by Ivetira the elven warrior at level 25 on the 43rd Steel 123rd year of Ascendancy at 19:37 Killed by elven guard at level 25 on the 43rd Steel 123rd year of Ascendancy at 19:52 Killed by Celia at level 26 on the 2nd Stralite 123rd year of Ascendancy at 13:04 Killed by Celia at level 26 on the 2nd Stralite 123rd year of Ascendancy at 15:18 |
| Antimagic | Follower |
Primary Stats
| Strength | 89 (base 57) |
| Dexterity | 18 (base 12) |
| Constitution | 82 (base 51) |
| Magic | 8 (base 10) |
| Willpower | 29 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | 1245/1245 |
| Stamina | 242/242 |
| Equilibrium | 0 |
| Healing Factor | 1.6294172276307 |
| Regeneration | 15.752467592414 |
Speed
| Mental | +8.8817841970013E-14% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 18.097534654637 |
| See Invisible | 27.097534654637 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 33 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +9% |
| Physical | +16% |
| Cold | +35% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Acid | +5% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 34 (30%) |
| Defense | 37 |
| Ranged Defense | 39 |
| Fatigue | 35 |
| Physical Save | 68 |
| Spell Save | 76 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 60%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 25%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 23%( 70%) |
| Lightning | + 25%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 374 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 234 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
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 |
You failed to protect the injured seer from death by Vorubeth the snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by Xanelera the cold drake hatchling. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved mental save by +12. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed orc heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed vial of wight ectoplasm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Betedamira2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical Acc +5 (+2 eff.) ----- def ----- Resists +6% blight +3% light +3% nature Max.HP +42.00 ---------- misc 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 | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Lustrebraze (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Con dps ---------- Melee Ret 4 darkness 4 fire ----- def ----- Armour +2 Resists +15% light Phys.save +10 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +24% ---------- misc Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Zeriregoblek the Pusshine (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +9% temporal Res.pen +15% temporal ----- def ----- Resists +6% nature +3% temporal ---------- misc Psi/ret +0.12 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings make your fingers look great! |
| On fingers | gladiator's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | stralite amulet 'Silitha'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Spell.pwr +15 (+4 eff.) S.pwr/crit +10 Res.pen +15% arcane Phasing +30% Melee Ret 10 blight ----- def ----- Phys.save +14 (+3 eff.) Spell.save +18 (+5 eff.) Max.HP +70.00 HP.reg +5.00 Amulets make your neck look great! |
| In main hand | Crooked Club (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+6 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Around waist | rough leather belt 'Islikira'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +1 Cun +3 Con dps ---------- Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Resists +6% lightning +6% temporal ---------- misc See.Invis +3 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Salema the cashmere cloak (32 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Defense +32 (+11 eff.) Resists +9% acid +18% cold +12% darkness +6% lightning ---------- misc Max.stam +20.00 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +38 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Inventory
dwarven-steel dagger of amnesia (118% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Psionic Power 119% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
truestriking dwarven-steel dagger of corruption (117% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane/Master Power 117% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 While equipped: dps ---------- Res.pen +8% physical Acc +7 (+3 eff.) Apr +5 Sharp, short and deadly. |
ash longbow 'Dagodenarithad'4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +11 fire While equipped: Stats +5 Dex dps ---------- Mind.crit +3% Dmg.mod +14% fire ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Longbows are used to shoot arrows at your foes. |
caustic hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +8 acid +17 nature While equipped: dps ---------- Res.pen +10% acid +9% nature Apr +8 Slings are used to hurl stones or metal shots at your foes. |
stormbringer's hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +11 lightning +13 cold While equipped: dps ---------- Mov.spd +22% Res.pen +5% lightning +6% cold Slings are used to hurl stones or metal shots at your foes. |
greater yew starstaff (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +15 (+4 eff.) Dmg.mod +20% physical +20% temporal +20% darkness +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of power (129% power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +18 (+4 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +10% acid +9% physical +7% fire +10% cold ----- def ----- Resists +13% acid +11% physical +13% fire +11% cold +11% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of nature (+27%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +32% nature ----- def ----- Resists +27% nature +11% all Poison- +29% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
aegis cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Shield.pwr +7% HP.reg +2.30 A pointy cloth hat, very wizardly... |
enlightening hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +7% physical Phys.save +13 (+3 eff.) Mind.save +13 (+4 eff.) A suit of armour made of leather. |
prismatic hardened leather armour of spell shielding (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +7% arcane +12% light +13% darkness Spell.save +13 (+4 eff.) A suit of armour made of leather. |
volcanic reinforced leather armour of Eyal (12 def, 14 armour)9.0 T4 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 6 fire ----- def ----- Armour +14 Defense +12 (+5 eff.) Fatigue +8% Resists +10% fire +15% physical Max.HP +27.00 HP.reg +1.00 Heal.mod +13% A suit of armour made of leather. |
crackling stralite shield of cold resistance (+14%) (0 def, 8 armour, 154% power, 138.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 155% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +138 Melee+ +13 lightning While equipped: Stats +2 Dex dps ---------- Melee Ret 10 lightning ----- def ----- Armour +8 Fatigue +8% Resists +14% lightning +21% cold ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced stralite shield of fire resistance (+19%) (0 def, 10 armour, 159% power, 166.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +166 While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +19% fire ---------- misc Talents +1 Block Handheld deflection devices. |
75 alchemist agate0.0 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 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. |
Transmogrification Chest2.0 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. |
deadly pouch of dwarven-steel shots of accuracy (11/22, 151% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Master Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +3 Crit +5.0% Capacity 22 Shots are used with slings to pummel your foes to death. |
deadly pouch of iron shots of erosion (17/24, 120% power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 121% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 24 Ranged+ +6 nature Shots are used with slings to pummel your foes to death. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By stupiddwarf the Dwarf Bulwark level 15
28th Loss 122nd year of Ascendancy at 17:19 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By stupiddwarf the Dwarf Bulwark level 14
45th Dearth 122nd year of Ascendancy at 00:02 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By stupiddwarf the Dwarf Bulwark level 20
16th Iron 123rd year of Ascendancy at 09:04 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By stupiddwarf the Dwarf Bulwark level 26
19th Gold 123rd year of Ascendancy at 16:48 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By stupiddwarf the Dwarf Bulwark level 10
13rd Profit 122nd year of Ascendancy at 22:28 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By stupiddwarf the Dwarf Bulwark level 20
15th Iron 123rd year of Ascendancy at 20:57 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By stupiddwarf the Dwarf Bulwark level 23
20th Steel 123rd year of Ascendancy at 02:18 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By stupiddwarf the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 21:01 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By stupiddwarf the Dwarf Bulwark level 25
14th Gold 123rd year of Ascendancy at 04:17 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By stupiddwarf the Dwarf Bulwark level 23
20th Steel 123rd year of Ascendancy at 21:05 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By stupiddwarf the Dwarf Bulwark level 23
20th Steel 123rd year of Ascendancy at 04:43 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By stupiddwarf the Dwarf Bulwark level 25
34th Steel 123rd year of Ascendancy at 04:03 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By stupiddwarf the Dwarf Bulwark level 17
25th Shortage 122nd year of Ascendancy at 09:09 see stats
Log
Armoured skeleton warrior hits stupiddwarf for (121 blocked), 140 physical, (5 blocked), 0 blight (140 total damage).
Melee retaliation hits Armoured skeleton warrior for 3 darkness, 6 blight, 2 fire (11 total damage).
Celia casts Rigor Mortis.
Stupiddwarf shrugs off the effect 'Rigor Mortis'!
Celia hits stupiddwarf for (121 blocked), 188 cold, (121 blocked), 177 darkness (365 total damage).
Stupiddwarf instinctively hardens her skin and ignores the attack!
stupiddwarf repels an attack from Armoured skeleton warrior.
stupiddwarf performs a melee critical strike against Armoured skeleton warrior!
Wisp misses stupiddwarf.
Wisp misses stupiddwarf.
stupiddwarf hits Armoured skeleton warrior for 160 physical, 18 physical (178 total damage).
Greater Weapon Focus from Stupiddwarf hits Armoured skeleton warrior for 95 physical damage.
Greater Weapon Focus from Stupiddwarf killed Armoured skeleton warrior!
Celia casts Invoke Darkness.
Celia hits stupiddwarf for (121 blocked), 133 darkness (133 total damage).
stupiddwarf the level 26 dwarf bulwark was darkened to death by Celia on level 2 of Last Hope Graveyard.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Celia killed stupiddwarf!
Saving game...
Talent Vitality is ready to use.
Saving done.
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.








































































