












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! Allow Respec Anywhere 1.2.3Cleaner 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! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Display class 1.7.0Display class icon on top off enemies Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 26 / 74% |
| Size | small |
| Lifes / Deaths | Killed by Glygalaith the elven cultist at level 26 on the 7th Regrowth 123rd year of Ascendancy at 19:31 / 1 |
Primary Stats
| Strength | 16 (base 8) |
| Dexterity | 68 (base 57) |
| Constitution | 59 (base 38) |
| Magic | 29 (base 22) |
| Willpower | 10 (base 1) |
| Cunning | 36 (base 24) |
Resources
| Life | -206/815 |
| Stamina | 10/185 |
| Healing Factor | 1.6951133323992 |
| Regeneration | 43.090389468075 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 32.617305437452 |
| See Invisible | 44.617305437452 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 62 |
| Crit Chance | 14% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Arcane | +5% |
| Cold | +8% |
| All | 0% |
| Darkness | +21% |
| Light | +17% |
| Physical | +23% |
| Fire | +13% |
| Nature | +3% |
Offense: Damage Penetration
| Physical | +45% |
| Darkness | +52% |
| Fire | +52% |
| All | +32% |
Defense: Base
| Armour (hardiness) | 42 (48.594633868923%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 2.9238052216851 |
| Physical Save | 35 |
| Spell Save | 32 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 42%( 70%) |
| Physical | + 52%( 70%) |
| Cold | + 65%( 70%) |
| All | + 28%( 70%) |
| Darkness | + 43%( 70%) |
| Light | + 36%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Poison Resistance | 0% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 664% 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 Cunning stat. |
| 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 139 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 113 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 133 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. |
Class Talents
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by golem (servant of Cyrikira the black crystal). Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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 Shardskin. * 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 fire 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. * 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: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed vial of greater demon bile. * '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 needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed vial of wight ectoplasm. * '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.' 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 pouch of luminous horror dust. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed storm wyrm claw. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 |
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 | pair of hardened leather boots 'Gunontir' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Con offense ------ Critical power +5.00% Physical Power +20 (+6 eff.) When Hit 6 physical defense ------ Armor +3 Fatigue -6% Physical save +11 (+5 eff.) other ------- Encumbrance +25 Max stamina +10.00 A pair of boots made of leather. |
| Quiver | deadly pouch of dwarven-steel shots of grasping (23/23, 44-53 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Nature/Master Weapon Damage 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 23 On Hit: * 20% chance to create vines that bind the target to the ground dealing 67 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
| Light source | piercing alchemist's lamp of the sun1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Damage +5% light Ignore resists +7% all Ignore Armor +7 defense ------ Resistance +8% darkness Affinity +5% light other ------- Light +8 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 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 90.20 light damage. At talent level 3 you gain 16% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | alchemist's dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +2 Wil offense ------ On-Hit 5 acid 5 fire 4 cold 5 lightning Damage +5% arcane defense ------ Armor +2 Fatigue +3% 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 | iron torque of clear mind [power 1] (23/25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Swamppulverizer'0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Mag +1 Con offense ------ Damage +3% nature defense ------ Crit Resistance 5.00% Life +44.00 Life Regen +7.00 Healmod +11% other ------- See Invisibility +12 Rings make your fingers look great! |
| On fingers | stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Life +40.00 Life Regen +13.00 Healmod +11% Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +15 Fatigue +2% Resistance +20% physical Crit Avoidance 10% other ------- 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 | penetrating reinforced leather sling4.0 Encumbrance T4 sling 1H weapon [Ego+] Arcane Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: offense ------ Ignore resists +13% physical Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | dwarven-steel shield of the stars (0 def, 6 armour, 29-35 power, 78 block)7.0 Encumbrance T3 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 29.0 - 34.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +78 On-hit +13 light +13 darkness While equipped: Stats +4 Cun +1 Mag offense ------ Damage +12% light +12% darkness defense ------ Armor +6 Fatigue +8% Resistance +11% light +13% darkness other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Ebonysquall' (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +9% darkness Ignore resists +20% darkness +20% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 12% defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +3% fire +20% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spellwoven silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +10% acid +13% physical +13% fire +8% cold defense ------ Resistance +14% acid +14% physical +13% fire +11% cold +13% all Spell save +19 (+9 eff.) other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 14; cd 18)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 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. |
gold aquamarine ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 20 light On-Ranged-Hit 21 light Damage +13% light defense ------ Armor +2 Resistance +2% all Rings make your fingers look great! |
rogue's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Life +42.00 Life Regen +7.00 Healmod +10% Rings make your fingers look great! |
Eleda the stralite greatmaul (54-82 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Rare] Nature Weapon Damage 54.5 - 81.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +19 nature +8 blight While equipped: offense ------ Mind Crit +2% Critical power +15.00% Physical Power +25 (+8 eff.) Damage +15% blight Accuracy +10 (+3 eff.) defense ------ Defense +15 (+4 eff.) Resistance +4% physical Massive two-handed mauls. |
hateful stralite greatmaul of rage (54-82 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Master/Psionic Weapon Damage 54.5 - 81.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +16 darkness Damage Against +7% Living While equipped: Stats +2 Str offense ------ Damage +13% physical Accuracy +7 (+2 eff.) Massive two-handed mauls. |
Glacierravage (25-30 power, 5 apr, arcane element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Spell Crit +4% Spellpower +12 (+6 eff.) Damage +25% arcane +9% cold When Hit 10 cold defense ------ Resistance +20% nature +9% cold other ------- Mana/turn +0.30 Max mana +51.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
spellwoven cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +16% acid +13% physical +10% fire +8% cold defense ------ Resistance +13% acid +10% physical +11% fire +14% cold +11% all Spell save +18 (+9 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven cashmere wizard hat of blight (+13%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +7 (+4 eff.) Damage +13% blight +9% physical +9% darkness defense ------ Defense +2 (+1 eff.) Resistance +13% blight +13% physical +13% darkness other ------- Max hate +8.00 A pointy cloth hat, very wizardly... |
Blastjustice (0 def, 8 armour, 46-55 power, 140.5 block)7.0 Encumbrance T4 shield armor [Rare] Disrupt When used to Attack: Weapon Damage 46.0 - 55.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +140 On-hit +12 lightning On-Hit, radius 1 +20 lightning While equipped: Stats +6 Con offense ------ On-Hit 21 acid 17 nature Damage +9% lightning +9% nature +15% acid Ignore resists +20% acid When Hit 10 acid On-Hit (Melee): * 17 arcane resource burn When Hit: * 12 arcane resource burn defense ------ Armor +8 Fatigue +8% Resistance +13% acid +13% nature other ------- Talents +1 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training Cun 37 [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+5 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
5 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. |
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. |
5 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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
piercing alchemist's lamp of the moons1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Damage +7% darkness Ignore resists +7% all Ignore Armor +7 defense ------ Resistance +5% light Affinity +5% darkness other ------- Light +6 Infravision +3 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 104.93 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 18 fire defense ------ Resistance +6% fire Mind save +8 (+4 eff.) other ------- Light +4 See Stealth +8 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
cleansing elven-wood wand of lightning storm [power 392] (23/15 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 78 lightning damage and will be dazed for 1 turn (392 total damage) Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By can win 2 the Halfling Skirmisher level 24
6th Allure 123rd year of Ascendancy at 21:29 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By can win 2 the Halfling Skirmisher level 15
26th Dusk 122nd year of Ascendancy at 17:23 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By can win 2 the Halfling Skirmisher level 18
60th Dusk 122nd year of Ascendancy at 16:13 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By can win 2 the Halfling Skirmisher level 25
7th Allure 123rd year of Ascendancy at 23:10 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By can win 2 the Halfling Skirmisher level 10
1st Flare 122nd year of Ascendancy at 15:58 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By can win 2 the Halfling Skirmisher level 20
73rd Dusk 122nd year of Ascendancy at 13:00 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By can win 2 the Halfling Skirmisher level 22
62nd Haze 122nd year of Ascendancy at 23:02 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By can win 2 the Halfling Skirmisher level 17
55th Dusk 122nd year of Ascendancy at 22:35 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By can win 2 the Halfling Skirmisher level 9
1st Summertide 122nd year of Ascendancy at 03:39 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By can win 2 the Halfling Skirmisher level 11
6th Flare 122nd year of Ascendancy at 06:41 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By can win 2 the Halfling Skirmisher level 22
64th Haze 122nd year of Ascendancy at 20:31 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By can win 2 the Halfling Skirmisher level 19
64th Dusk 122nd year of Ascendancy at 21:31 see stats
Log
Can win 2 uses Evasion.
Can win 2 tries to evade attacks.
Can win 2 uses Indomitable.
Can win 2 is moving freely.
Something reflects damage back to can win 2!
Something hits can win 2 for 33 reflected damage.
Glygalaith the elven cultist's aether beam hits Velutta the elven elite warrior for 38 arcane damage.
Glygalaith the elven cultist casts Manathrust.
can win 2 reacts to damage from Glygalaith the elven cultist, mitigating the blow!.
Glygalaith the elven cultist hits can win 2 for (26 flat reduction), (74 reacted , -4 stam), 181 arcane (181 total damage).
Glygalaith the elven cultist's aether beam hits Velutta the elven elite warrior for 38 arcane damage.
Glygalaith the elven cultist's aether beam hits Velutta the elven elite warrior for 38 arcane damage.
Velutta the elven elite warrior misses can win 2.
Glygalaith the elven cultist resists!
Glygalaith the elven cultist's aether beam hits Glygalaith the elven cultist for (201 absorbed), 0 arcane (0 total damage).
Velutta the elven elite warrior resists!
Glygalaith the elven cultist's aether beam hits Velutta the elven elite warrior for 231 arcane damage.
Velutta the elven elite warrior vanishes from sight.
Velutta the elven elite warrior deactivates Secrets of the Eternals.
You feel a surge of power as a powerful creature falls nearby.
Glygalaith the elven cultist's glacial vapour area effect hits can win 2 for (17 flat reduction), 0 cold (0 total damage).
Glygalaith the elven cultist's aether beam hits Velutta the elven elite warrior for 231 arcane damage.
Can win 2 resists!
Glygalaith the elven cultist's aether beam hits can win 2 for (26 flat reduction), 109 arcane (109 total damage).
Glygalaith the elven cultist casts Manathrust.
Glygalaith the elven cultist's spell attains critical power!
can win 2 reacts to damage from Glygalaith the elven cultist, mitigating the blow!.
Glygalaith the elven cultist hits can win 2 for (26 flat reduction), (120 reacted , -4 stam), 283 arcane (283 total damage).
can win 2 the level 26 halfling skirmisher was mana-torn to death by Glygalaith the elven cultist on level 5 of Dark crypt.















































































