












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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. 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Skirmisher |
| Level / Exp | 20 / 51% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 62 (base 47) |
| Constitution | 20 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 18 (base 11) |
| Cunning | 44 (base 36) |
Resources
| Life | 461/461 |
| Stamina | 197/197 |
| Healing Factor | 1.2470588855781 |
| Regeneration | 7.7941180348632 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 35.634550475236 |
| See Invisible | 35.634550475236 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 63 |
| Crit Chance | 20% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +13% |
| Cold | +15% |
| Physical | +28% |
| Mind | +3% |
| Nature | +6% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 21 (48.594633868923%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 29 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Physical | + 34%( 70%) |
| Cold | + 56%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 19%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 38 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 616% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Pace Yourself |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 30% of the time and arcane sustains have a 3.0% chance to deactivate each turn. Antimagic Disruption |
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 |
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 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Lashing Tentacle. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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.' * '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 warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Anedil the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +1 Resists +6% lightning +5% temporal Die.at -60.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
| Quiver | psychokinetic pouch of stralite shots (21/21, 152% power, 5 apr)3.0 T4 shot ammo [Ego+] Psionic Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Ranged+ +13 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 109 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | Bileschism the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +12% physical Res.pen +5% physical Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Adugavea the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +11% physical +6% light Phys.save +12 (+6 eff.) HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
| On hands | Cuthuthad the Dazzlevalor (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun +4 Dex dps ---------- Crit.mult +5.00% Mind.pwr +5 (+3 eff.) Melee+ 5 physical Dmg.mod +5% physical ----- def ----- Armour +9 Fatigue +3% Die.at -60.00 life ---------- misc Light +1 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 | Beretar the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Cun dps ---------- Mind.crit +1% Dmg.mod +6% nature +3% mind ----- def ----- Resists +11% nature ---------- misc Psi/ret +0.16 Hate/m.crit +2.00 Max.psi +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.90 cold and 12.13 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | warrior's steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +16% Cut- +40% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 29 cooldown Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 186 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | steady hardened leather sling of dampening4.0 T3 sling 1H weapon [Ego] Disrupt/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +1.0% Acc +8 (+2 eff.) ----- def ----- Resists +7% acid +12% lightning +7% cold +9% fire +4% all Spell.save +8 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Aryregoran the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Mind.pwr +2 (+1 eff.) Acc +5 (+1 eff.) Apr +3 Melee Ret 2 acid ----- def ----- Phys.save +5 (+2 eff.) ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Gunyndil (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Acc +18 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Resists +15% acid +3% physical +3% mind Crit.chn- 10.00% Max.HP +46.00 Cut- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.stam +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spellwoven woollen robe of light (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +13% light ----- def ----- Resists +19% light +9% all Spell.save +21 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 86; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 psychic (res 19%; magical; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Beluwyn0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Armour +6 Resists +12% lightning +3% temporal +9% blight Mind.save +12 (+6 eff.) Stun/Frz- +26% Amulets make your neck look great! |
insulating copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
stabilizing steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +23% Amulets make your neck look great! |
Isuna the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Psi/ret +0.04 Max.psi +30.00 Rings make your fingers look great! |
Tundrawind the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Res.pen +5% cold ----- def ----- Resists +9% cold HP.reg +2.00 Stun/Frz- +22% ---------- misc Psi/ret +0.04 Max.hate +4.00 Rings make your fingers look great! |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Betiba1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +20 (+9 eff.) Res.pen +10% physical ----- def ----- Max.HP +31.00 ---------- misc Light +3 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Earirek (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Spell.pwr +5 (+2 eff.) Dmg.mod +3% blight Res.pen +5% arcane Phasing +30% Apr +4 Melee Ret 6 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +1 A pair of boots made of leather. |
Pologatha (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +10% physical Acc +10 (+3 eff.) ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue -3% Resists +6% acid Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Fogwilter' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +5% darkness ----- def ----- Armour +5 Fatigue +2% Resists +3% darkness ---------- misc Light +2 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Balysabers the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +2 Cun +2 Wil dps ---------- Crit.mult +5.00% Phys.pwr +8 (+4 eff.) Dmg.mod +9% arcane +18% temporal ----- def ----- Armour +2 Resists +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blindwreath (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Con ----- def ----- Armour +1 Resists +12% nature +3% cold Spell.save +3 (+2 eff.) Disarm- +23% ---------- misc Mana/s.crit +1.00 Light +3 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Polisevena (0 def, 2 armour)1.0 T2 hands armor [Rare] Disrupt While equipped: Stats +2 Dex +5 Con dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +9% physical Acc +10 (+3 eff.) On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +2 Resists +3% light Spell.save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cinderwill the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +6% acid +12% fire Res.pen +5% fire Melee Ret 2 fire ----- def ----- Armour +1 Fatigue +1% Resists +3% acid Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 42.6 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
iron helm 'Healbright' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Cun +4 Con dps ---------- Res.pen +10% nature ----- def ----- Armour +3 Fatigue +5% Resists +3% acid ---------- misc Infravis +3 See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Galilen' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Acc +10 (+3 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +3% nature +9% lightning Die.at -80.00 life A cap made of leather. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
7 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. |
123 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. |
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. |
3 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Bethayatta2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex +1 Con ----- def ----- Resists +5% arcane +3% blight Phys.save +12 (+6 eff.) Max.HP +41.00 Stun/Frz- +10% ---------- 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. |
brass lantern 'Floedredge'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Dex +1 Con dps ---------- Phys.crit +2.0% Res.pen +15% physical Apr +1 Melee Ret 4 cold ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- 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. |
brass lantern 'Frigidserpent'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex +4 Con ----- def ----- Resists +3% cold Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Swampgrind'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Defense +10 (+4 eff.) Max.HP +42.00 Poison- +20% ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
steel torque of psionic shield [power 47] (21 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
5 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. |
8 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. |
4 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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Endar the Shalore Skirmisher level 15
51st Haze 122nd year of Ascendancy at 12:26 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Endar the Shalore Skirmisher level 18
67th Haze 122nd year of Ascendancy at 05:14 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Endar the Shalore Skirmisher level 10
1st Summertide 122nd year of Ascendancy at 06:17 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Endar the Shalore Skirmisher level 20
69th Haze 122nd year of Ascendancy at 04:55 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Endar the Shalore Skirmisher level 13
8th Flare 122nd year of Ascendancy at 00:31 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Endar the Shalore Skirmisher level 11
3rd Summertide 122nd year of Ascendancy at 09:32 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Endar the Shalore Skirmisher level 18
66th Haze 122nd year of Ascendancy at 07:05 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Endar the Shalore Skirmisher level 13
48th Dusk 122nd year of Ascendancy at 06:46 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Endar the Shalore Skirmisher level 15
60th Haze 122nd year of Ascendancy at 00:02 see stats
Log
You gain 1.42 gold from the transmogrification of dwarven-steel pickaxe of the Iron Throne (dig speed 16 turns).
You gain 2.02 gold from the transmogrification of prismatic hardened leather armour of temporal resistance (9 def, 6 armour).
You gain 1.21 gold from the transmogrification of prismatic iron mail armour (2 def, 4 armour).
You gain 2.09 gold from the transmogrification of impenetrable steel mail armour of lightning resistance (2 def, 11 armour).
You gain 1.90 gold from the transmogrification of dwarven-steel mail armour of fire resistance (3 def, 8 armour).
You gain 0.10 gold from the transmogrification of linen wizard hat (1 def, 0 armour).
You gain 1.09 gold from the transmogrification of grounding rough leather cap of strength (+3) (0 def, 1 armour).
You gain 5.98 gold from the transmogrification of dwarven-steel gauntlets of spellstriking (0 def, 2 armour).
You gain 3.52 gold from the transmogrification of cinder hardened leather gloves of strength (+3) (0 def, 2 armour).
You gain 0.61 gold from the transmogrification of scholar's pair of rough leather boots (0 def, 1 armour).
You gain 3.62 gold from the transmogrification of grounding pair of hardened leather boots of tirelessness (0 def, 3 armour).
You gain 0.10 gold from the transmogrification of linen cloak (1 def, 0 armour).
You gain 0.10 gold from the transmogrification of linen cloak (1 def, 0 armour).
You gain 2.81 gold from the transmogrification of thought-forged dwarven-steel waraxe (123% power, 4 apr).
You gain 0.50 gold from the transmogrification of steel waraxe (102% power, 3 apr).
You gain 2.51 gold from the transmogrification of chilling stralite waraxe of massacre (145% power, 5 apr).
You gain 2.54 gold from the transmogrification of acidic iron waraxe of paradox (104% power, 2 apr).
You gain 0.50 gold from the transmogrification of ash magestaff (111% power, 3 apr, arcane element).
You gain 0.50 gold from the transmogrification of ash magestaff (111% power, 3 apr, cold element).
You gain 2.01 gold from the transmogrification of blooming mossy mindstar of life (75% power, 12 apr, nature damage).
You gain 0.50 gold from the transmogrification of ash longbow.
You gain 20.00 gold from the transmogrification of Spectral Blade (130% power, 25 apr).
You gain 0.70 gold from the transmogrification of steel greatmaul of massacre (145% power, 2 apr).
You gain 1.49 gold from the transmogrification of steel battleaxe of erosion (125% power, 2 apr).
You gain 1.65 gold from the transmogrification of chilling steel battleaxe of massacre (139% power, 2 apr).
You gain 14.65 gold from the transmogrification of Magmasage the steel amulet.
You gain 1.97 gold from the transmogrification of shielding rune of the warrior (absorb 193; dur 4; cd 17).
You gain 1.86 gold from the transmogrification of biting gale rune of the titan (damage 133; dur 4; cd 18).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (res 20%; magical; dur 3; cd 14).
There is a way to the old forest here (press '' or right click to use).











































































