











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. Items Vault 1.7.6Donators/Buyers bonus! 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 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. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Bulwark |
| Level / Exp | 23 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 14 on the 60th Dusk 122nd year of Ascendancy at 04:28 0 / 5Killed by worm that walks at level 14 on the 60th Dusk 122nd year of Ascendancy at 07:19 Killed by Velyrawyn the Guardian at level 21 on the 80th Regrowth 123rd year of Ascendancy at 18:53 Killed by Belurewyn the skeleton magus at level 22 on the 22nd Dusk 123rd year of Ascendancy at 08:58 Killed by Voretha the skeleton archer at level 23 on the 39th Dusk 123rd year of Ascendancy at 02:29 |
Primary Stats
| Strength | 64 (base 47) |
| Dexterity | 37 (base 25) |
| Constitution | 51 (base 39) |
| Magic | 12 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 26 (base 10) |
Resources
| Life | 697/883 |
| Stamina | 229/229 |
| Healing Factor | 1.4840316950179 |
| Regeneration | 7.7911663988437 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 55 |
| Crit Chance | 13% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +12% |
| Light | +10% |
| Fire | +15% |
| Cold | +15% |
| Arcane | +15% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 82.723073231957 (96.438666929426%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 31 |
| Physical Save | 43 |
| Spell Save | 34 |
| Mental Save | 15 |
Defense: Resistances
| Cold | + 23%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 33%( 70%) |
| Nature | + 7%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 33%( 70%) |
| Fire | + 13%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Confusion Resistance | 10% |
| Teleport Resistance | 20% |
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 772% 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 Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 15 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit has completed an elixir of serendipity without your aid. 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 honey tree root. * You've found the needed red crystal shard. * '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.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | Burek the pair of hardened leather boots (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex ----- def ----- Armour +3 Defense +5 (+2 eff.) Mind.save +3 (+3 eff.) Disease- +20% Confus- +10% ---------- misc Stam/turn +0.70 Max.stam +18.00 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Toryregodan the Magmaraptor (10 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +5 Wil dps ---------- Mind.crit +1% Phys.pwr +8 (+3 eff.) Dmg.mod +9% mind +15% fire Apr +1 ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +4% Resists +7% physical Phys.save +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Cutheran (10 def, 8 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Acc +8 (+3 eff.) Apr +7 ----- def ----- Armour +8 Defense +10 (+3 eff.) Resists +12% lightning Pinning- +10% Stun/Frz- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Hanuran the Kindlejustice [power 350] (15 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +2 Str +9 Wil +3 Cun ---------- misc Light +2 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 350 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Polerianne the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Resists +3% nature +3% physical Crit.chn- 10.00% Phys.save +6 (+2 eff.) Spell.save +12 (+6 eff.) Die.at -20.00 life Heal.mod +10% Rings make your fingers look great! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +15 Fatigue +2% Resists +20% physical Crit.dmg- 10% ---------- misc Masteries +0.20 Technique/Battle tactics A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Rootterror (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Disrupt Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 darkness On Hit: * 20% chance to slow global speed by 43% On Crit: * Deals 41 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +12% nature +9% cold Res.pen +25% nature One-handed war axes. |
| Around waist | Nerurin the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +5 Con dps ---------- Spell.crit +4% Phys.pwr +5 (+2 eff.) S.pwr/crit +4 Dmg.mod +15% arcane ----- def ----- Phys.save +8 (+2 eff.) ---------- misc Mana/turn +0.16 Vim/s.crit +2.00 Max.psi +20.00 Size +1 A belt that goes around your waist. |
| In off hand | stralite shield 'Ulutir' (0 def, 14 armour, 157% power, 179 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 157% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +179 While equipped: ----- def ----- Armour +14 Fatigue +8% Resists +20% cold Max.HP +40.00 Knockbk- +20% Teleport- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | spellcowled linen cloak of mindcraft (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil +3 Cun dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Frigidmortal (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +13 Fatigue +22% Resists +9% blight +9% fire Spell.save +12 (+6 eff.) HP.reg +5.00 ---------- misc Stam/turn +2.10 A suit of armour made of metal plates. |
Inventory
shatter afflictions rune of the sneak (absorb 64; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 64 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 59; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd 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 59 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% lightning Stun/Frz- +24% Amulets make your neck look great! |
starlit gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% light +12% darkness Blind- +26% Amulets make your neck look great! |
marksman's steel ring of arcana (+0.13/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Silence- +21% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
psionicist's steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +12 (+8 eff.) Confus- +22% Rings make your fingers look great! |
sneakthief's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +5 Cun dps ---------- Melee+ 12 light Ranged+ 15 light Dmg.mod +12% light Acc +6 (+2 eff.) Rings make your fingers look great! |
steel ring 'Dairudovon'0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +7 Wil +2 Cun ----- def ----- Defense +4 (+1 eff.) Resists +7% nature +6% blight Mind.save +6 (+5 eff.) Poison- +11% Disease- +12% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc See.Invis +3 Rings make your fingers look great! |
warrior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Salirawe (153% power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Master Power 153% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +6% mind ----- def ----- Defense +5 (+2 eff.) Resists +3% temporal Blind- +20% Pinning- +20% ---------- misc Hate/m.crit +2.00 Massive two-handed battleaxes. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 39.81 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Boltbraid (157% power, 5 apr)3.0 T4 mace 1H weapon [Rare] Master Power 158% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 4 fire On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Resists +6% nature +9% temporal Blunt and deadly. |
Yarimathad the Rainpeal (149% power, 5 apr)3.0 T4 mace 1H weapon [Rare] Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Wil +5 Con dps ---------- Crit.mult +10.00% Phys.pwr +10 (+4 eff.) Dmg.mod +9% cold Res.pen +9% physical ----- def ----- Resists +12% cold Disarm- +29% ---------- misc Psi/ret +0.08 Blunt and deadly. |
River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 2.90 cold damage and 2.52 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 12.78 to 38.33 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Frigidtrencher1.0 T3 belt armor [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Mind.pwr +35 (+16 eff.) Dmg.mod +6% cold ----- def ----- Phys.save +8 (+2 eff.) ---------- misc Max.psi +40.00 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Blazeprophet the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Mov.spd +25% Dmg.mod +18% light ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane Mind.save +18 (+11 eff.) ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Firestreak the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% Res.pen +10% fire On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +3 Fatigue -4% Resists +5% arcane +3% fire Spell.save +3 (+1 eff.) Max.HP +44.00 ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
Spiderrage the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +3 Cun dps ---------- Dmg.mod +6% lightning Melee Ret 2 lightning ----- def ----- Armour +1 Resists +9% nature Crit.chn- 5.00% Phys.save +6 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+5 eff.) A pair of boots made of leather. |
wanderer's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+3 eff.) Mind.save +13 (+9 eff.) ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc 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. |
Blazegash (10 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +10% fire ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +3% Resists +12% lightning +6% mind Phys.save +6 (+2 eff.) Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
Chargeobsidian (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +13% mind On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Defense +2 (+1 eff.) Resists +3% lightning +13% mind +3% nature Blind- +20% Disease- +20% Pinning- +20% A pointy cloth hat, very wizardly... |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 35.03 to 105.09 lightning damage (70.06 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Ulfomachik (0 def, 8 armour, 154% power, 145 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 154% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +145 Melee+ +22 physical On Crit.r2 +8 mind While equipped: Stats +6 Wil dps ---------- Crit.mult +5.00% ----- def ----- Armour +8 Fatigue +8% Resists +9% mind +16% physical Shield.near.proj +68 Proj.slow +15% ---------- misc Hate/m.crit +4.00 Talents +1 Block Handheld deflection devices. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
4 agate0.0 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. |
57 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 310/400 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. |
Coalbreeze the stralite torque of gale force [power 260] (15 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +1 Str +2 Dex +3 Wil +2 Cun ----- def ----- Resists +12% darkness ---------- misc See.Invis +3 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 260 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 35% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 41 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Balirek the Woemaim [power 305] (25 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +9% lightning Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 705 Base Damage: 305 Armor: 19 All Resist: 10 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
Delolamas [power 278] (21 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +3% blight +6% darkness +6% nature Sting an enemy dealing 311 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 21 cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
evasive elm totem of healing [power 122] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+7 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+7 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Finch the Halfling Bulwark level 19
22nd Regrowth 123rd year of Ascendancy at 09:48 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Finch the Halfling Bulwark level 21
10th Pyre 123rd year of Ascendancy at 04:18 see stats
Exterminator
Killed 1000 creatures.By Finch the Halfling Bulwark level 17
38th Haze 122nd year of Ascendancy at 13:39 see stats
Level 10
Got a character to level 10.By Finch the Halfling Bulwark level 10
3rd Dusk 122nd year of Ascendancy at 13:52 see stats
Level 20
Got a character to level 20.By Finch the Halfling Bulwark level 20
23rd Regrowth 123rd year of Ascendancy at 08:01 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Finch the Halfling Bulwark level 18
17th Regrowth 123rd year of Ascendancy at 03:22 see stats
That was close
Killed your target while having only 1 life left.By Finch the Halfling Bulwark level 14
60th Dusk 122nd year of Ascendancy at 07:19 see stats
The secret city
Discovered the truth about mages.By Finch the Halfling Bulwark level 17
2nd Allure 123rd year of Ascendancy at 19:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Finch the Halfling Bulwark level 20
23rd Regrowth 123rd year of Ascendancy at 21:49 see stats
Log
Finch triggers a trap (Voretha the skeleton archer's warp mine: away)!
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Voretha the skeleton archer's Temporal Bolt hits Finch for 186 temporal, 0 temporal (186 total damage).
Finch the level 23 halfling bulwark was grandfathered to death by Voretha the skeleton archer on level 1 of Ruined Dungeon.
Saving game...
Talent Block is ready to use.
Saving done.
Talent Last Stand is ready to use.
Talent Daunting Presence is ready to use.
Talent Shield Wall is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Vitality is ready to use.
Talent Rain of Bears is ready to use.
Talent Precise Strikes is ready to use.
Finch tries to evade attacks.
There is a Entrance to a ruined dungeon 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!
Voretha the skeleton archer's Temporal Bolt hits Finch for 186 temporal damage.
Saving game...
Saving done.
































































































