












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Cleaner Item Descriptions 1.7.0Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Skirmisher |
| Level / Exp | 29 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 22 on the 26th Dusk 123rd year of Ascendancy at 16:28 0 / 8Killed by Celia at level 23 on the 59th Dusk 123rd year of Ascendancy at 02:54 Killed by Aletta Soultorn at level 25 on the 66th Dusk 123rd year of Ascendancy at 00:58 Killed by armoured skeleton warrior at level 27 on the 71st Dusk 123rd year of Ascendancy at 08:26 Killed by The Master at level 27 on the 72nd Dusk 123rd year of Ascendancy at 05:31 Killed by The Master at level 28 on the 47th Haze 123rd year of Ascendancy at 23:07 Killed by skeleton mage at level 29 on the 55th Haze 123rd year of Ascendancy at 01:51 Killed by Saluna the ice wyrm at level 29 on the 55th Haze 123rd year of Ascendancy at 02:14 |
Primary Stats
| Strength | 13 (base 12) |
| Dexterity | 58 (base 57) |
| Constitution | 29 (base 10) |
| Magic | 37 (base 22) |
| Willpower | 14 (base 11) |
| Cunning | 62 (base 47) |
Resources
| Life | -315/761 |
| Stamina | 194/194 |
| Paradox | 300 |
| Healing Factor | 1.3524687383467 |
| Regeneration | 18.743195638549 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 43.601735099766 |
| See Invisible | 43.601735099766 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 63 |
| Crit Chance | 44% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 30% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Acid | +15% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 46.719009130622 (56.026343845506%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 15.923805221685 |
| Physical Save | 20 |
| Spell Save | 21 |
| Mental Save | 28 |
Defense: Resistances
| Lightning | + 16%( 70%) |
| Light | + 16%( 70%) |
| Cold | + 7%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 9%( 70%) |
| Fire | + 16%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Silence Resistance | 26% |
| Confusion Resistance | 40% |
| Knockback Resistance | 30% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 234 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 78 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: 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 502% 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
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.50 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 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 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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the worried loremaster from death by skeleton warrior. Escort: worried loremaster (level 5 of Dreadfell) | failed |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 10. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of greater demon bile. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed electric eel tail. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed storm wyrm claw. * You've found the needed sandworm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | undeterred pair of hardened leather boots of spellbinding (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats +1 Mag defense ------ Armor +3 Silence Resist +26% Confus Resist +20% Stun Resist +25% other ------- Spell cooldown 10% A pair of boots made of leather. |
| Quiver | barbed pouch of stralite shots of paradox (21/21, 48-58 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Arcane/Master Weapon Damage 48.5 - 58.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +10.5% Capacity 21 On-ranged-hit +8 temporal On Hit: * 5% chance to gain 10% of a turn (3/turn limit) On Critical: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+3 eff.) Life +45.00 Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Xetha (0 def, 10 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +15% acid defense ------ Armor +10 Fatigue +3% Resistance +5% arcane Unlife -20.00 life Life +80.00 Blind Resist +20% Confus Resist +20% other ------- Infravision +3 A cap made of leather. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | supercharged yew wand of shielding [power 338] (7/19 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 19 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +7 (+4 eff.) Accuracy +11 (+3 eff.) Ignore Armor +9 defense ------ Defense +13 (+4 eff.) Stun Resist +30% Disengage: Puts all charms on 8 turn cooldown Effective talent level: 2.6 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | steel quartz ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 18 light On-Ranged-Hit 11 light Damage +10% light defense ------ Stun Resist +30% Rings make your fingers look great! |
| Around neck | grounding gold amulet of strength (+3)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +12% lightning Stun Resist +28% Amulets make your neck look great! |
| In main hand | Hare-Skin Sling4.0 Encumbrance T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +10 Lck offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+3 eff.) other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 3.0 Power cost 7 out of 8/8. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
| Around waist | hardened leather belt 'Vorelrawe'1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +5 Con offense ------ Spellpower +7 (+4 eff.) Damage +9% physical Ignore resists +10% acid When Hit 4 physical defense ------ Mind save +8 (+4 eff.) Unlife -80.00 life A belt that goes around your waist. |
| In off hand | Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block)7.0 Encumbrance T4 shield armor [Unique] Master When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 120% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +9.0% Block +220 Lifesteal +8% While equipped: Stats +10 Con offense ------ When Hit 15 draining blight defense ------ Armor +15 Fatigue +19% Resistance +25% blight +10% light Life Regen +5.00 other ------- Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
| Cloak | Hatheran (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: defense ------ Defense +12 (+3 eff.) Resistance +12% fire +3% light +3% cold Spell save +3 (+1 eff.) Life +52.00 Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +33.00 Life Regen +3.70 Healmod +10% A suit of armour made of leather. |
Inventory
movement infusion of the warrior (speed 475%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 28%; physical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 18 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. |
Rune of the Rift (206.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 206.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
archmage's gold amulet of murder0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Critical power +12.00% Spellpower +4 (+2 eff.) Damage +4% acid +4% fire +6% cold +6% lightning Accuracy +6 (+1 eff.) Ignore Armor +10 Amulets make your neck look great! |
vitalizing gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego++] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life +32.00 Life Regen +2.00 Blind Resist +10% other ------- Infravision +3 Sight +2 See Invisibility +8 Amulets make your neck look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
yew vilestaff 'Liseta' (20-24 power, 4 apr, acid element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str +4 Dex offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Damage +20% acid +12% physical +6% arcane Ignore resists +15% blight defense ------ Armor +6 Resistance +7% darkness +11% temporal Spell save +12 (+6 eff.) Out-of-Phase Defense +17 Out-of-Phase Resistance +13% Out-of-Phase Resilience +13% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Uregorn the Blizzardwither (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +3 Mag +3 Cun offense ------ Spell Crit +6% defense ------ Defense +2 (+1 eff.) Resistance +3% acid +21% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Hazewyrd' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +2 Con offense ------ Damage +18% cold Ignore resists +10% cold Accuracy +26 (+6 eff.) Ignore Armor +5 When Hit 6 physical defense ------ Defense +2 (+1 eff.) Physical save +15 (+8 eff.) other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe 'Poxenvy' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature While equipped: Stats +8 Str +7 Mag +6 Wil +7 Con offense ------ Damage +19% lightning +23% physical +49% cold +42% nature +12% arcane defense ------ Resistance +15% lightning +41% cold +5% arcane +15% all Poison Resist +45% Disease Resist +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yvemina the Chargesage (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Wil offense ------ Critical power +5.00% Damage +9% lightning Ignore resists +10% mind defense ------ Armor +3 Resistance +7% fire +7% cold other ------- Max hate +8.00 Max psi +30.00 A pair of boots made of leather. |
blightbringer's pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +4 (+2 eff.) Damage +5% acid +7% blight defense ------ Armor +3 Disease Resist +27% A pair of boots made of leather. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 12 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.21 to 81.64 lightning damage (54.43 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Layera the Weepveil (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Ignore resists +5% darkness defense ------ Armor +1 Fatigue +1% Resistance +6% light +6% nature A cap made of leather. |
Polarilrakira the Umbraserpent (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +13% cold Ignore resists +25% fire defense ------ Defense +2 (+1 eff.) Resistance +6% lightning +25% cold +12% darkness Silence Resist +10% Teleport Resist +20% A pointy cloth hat, very wizardly... |
Ulfikor (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +5 Str offense ------ Critical power +20.00% Ignore resists +20% physical defense ------ Armor +4 Fatigue +4% Mind save +12 (+6 eff.) Unlife -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +18% acid +12% light +12% darkness A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour)9.0 Encumbrance T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+2 eff.) Ranged Defense +4 (+1 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+9 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- 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. |
marauder's hardened leather armour of command (22 def, 11 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego++] Master/Psionic While equipped: Stats +5 Str +5 Dex +3 Cun defense ------ Armor +11 Defense +22 (+6 eff.) Fatigue +8% Physical save +8 (+4 eff.) Mind save +13 (+6 eff.) A suit of armour made of leather. |
flaming steel shield of temporal resistance (+12%) (0 def, 4 armour, 14-16 power, 35 block)7.0 Encumbrance T2 shield armor [Ego] Nature When used to Attack: Weapon Damage 13.5 - 16.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +35 On-Hit, radius 1 +12 fire While equipped: offense ------ On-Hit 6 fire When Hit 4 fire When Hit: * 14% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +8% Resistance +12% temporal other ------- Talents +1 Block Handheld deflection devices. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
267 alchemist agate0.0 Encumbrance 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. |
6 onyx0.0 Encumbrance 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. |
8 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. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
8 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. |
miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (0/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 power out of 137/400 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. |
yew totem of healing 'Woeminister' [power 284] (7/12 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +1 Dex +2 Mag offense ------ When Hit 6 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 16% other ------- See Invisibility +21 Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 12 turn cooldown Natural totems are made by powerful wilders to store nature power. |
12 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By SAPAN the Shalore Skirmisher level 25
67th Dusk 123rd year of Ascendancy at 01:22 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By SAPAN the Shalore Skirmisher level 8
6th Flare 122nd year of Ascendancy at 06:19 see stats
Exterminator
Killed 1000 creatures.By SAPAN the Shalore Skirmisher level 18
51st Pyre 123rd year of Ascendancy at 11:21 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By SAPAN the Shalore Skirmisher level 23
27th Dusk 123rd year of Ascendancy at 00:09 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SAPAN the Shalore Skirmisher level 23
30th Dusk 123rd year of Ascendancy at 05:37 see stats
Level 10
Got a character to level 10.By SAPAN the Shalore Skirmisher level 10
50th Dusk 122nd year of Ascendancy at 10:39 see stats
Level 20
Got a character to level 20.By SAPAN the Shalore Skirmisher level 20
9th Mirth 123rd year of Ascendancy at 10:06 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By SAPAN the Shalore Skirmisher level 20
9th Mirth 123rd year of Ascendancy at 15:40 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By SAPAN the Shalore Skirmisher level 28
3rd Haze 123rd year of Ascendancy at 07:04 see stats
Size is everything
Did over 1500 damage in one attack.By SAPAN the Shalore Skirmisher level 24
62nd Dusk 123rd year of Ascendancy at 23:14 see stats
Size matters
Did over 600 damage in one attack.By SAPAN the Shalore Skirmisher level 18
51st Pyre 123rd year of Ascendancy at 14:55 see stats
The Arena
Unlocked Arena mode.By SAPAN the Shalore Skirmisher level 8
44th Dusk 122nd year of Ascendancy at 20:46 see stats
The secret city
Discovered the truth about mages.By SAPAN the Shalore Skirmisher level 13
79th Dusk 122nd year of Ascendancy at 14:03 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By SAPAN the Shalore Skirmisher level 21
18th Dusk 123rd year of Ascendancy at 04:06 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By SAPAN the Shalore Skirmisher level 18
45th Pyre 123rd year of Ascendancy at 23:50 see stats
Treasure Hunter
Amassed 1000 gold pieces.By SAPAN the Shalore Skirmisher level 24
63rd Dusk 123rd year of Ascendancy at 18:00 see stats
Unstoppable
Returned from the dead.By SAPAN the Shalore Skirmisher level 29
55th Haze 123rd year of Ascendancy at 01:51 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the east (giant blue ant)).
Rod of Recall (0/2) is still recharging.
Talent Stoning Poison is ready to use.
Talent Apply Poison is ready to use.
Talent Pace Yourself is ready to use.
Talent Counter Shot is ready to use.
The shield around armoured skeleton warrior crumbles.
Talent Chant of Fortress is ready to use.
Talent Infusion: Movement is ready to use.
Saluna the ice wyrm casts Flame.
SAPAN is on fire!
Saluna the ice wyrm hits SAPAN for 115 fire damage.
Burning from Saluna the ice wyrm hits SAPAN for 38 fire damage.
Saluna the ice wyrm casts Rigor Mortis.
SAPAN feels death coming!
Saluna the ice wyrm hits SAPAN for 213 cold, 178 darkness (391 total damage).
Burning from Saluna the ice wyrm hits SAPAN for 46 fire damage.
Giant blue ant casts Water Bolt.
Giant blue ant hits SAPAN for 18 cold damage.
Saluna the ice wyrm casts Manathrust.
Saluna the ice wyrm's spell attains critical power!
Saluna the ice wyrm hits SAPAN for 362 arcane damage.
SAPAN the level 29 shalore skirmisher was dweomered to death by Saluna the ice wyrm on level 2 of Camisadas.
Space restabilizes around you.




























































































