












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Merchant on the Map 1.1.0Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.5.5Quality 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. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 26 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Islildalaith the teluvorta at level 25 on the 48th Haze 122nd year of Ascendancy at 20:39 3 / 3Killed by armoured skeleton warrior at level 26 on the 10th Decay 122nd year of Ascendancy at 20:53 Killed by forest wight at level 26 on the 10th Decay 122nd year of Ascendancy at 21:28 |
| Antimagic | Follower |
Primary Stats
| Strength | 22 (base 14) |
| Dexterity | 96 (base 57) |
| Constitution | 14 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 65 (base 48) |
Resources
| Life | 508/508 |
| Stamina | 195/195 |
| Healing Factor | 1.1426086956521 |
| Regeneration | 0.74269565217388 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 41.953054360378 |
| See Invisible | 41.953054360378 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 74 |
| Crit Chance | 56% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 76 |
| Accuracy | 74 |
| Crit Chance | 51% |
| APR | 48 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Light | +9% |
| Temporal | +27% |
| Nature | +6% |
| Physical | +15% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +34% |
| Light | +15% |
| Physical | +10% |
| Mind | +5% |
| Lightning | +30% |
Defense: Base
| Armour (hardiness) | 16 (70.376569037657%) |
| Defense | 53 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 9 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Nature | + 12%( 70%) |
| Lightning | + 12%( 70%) |
| Darkness | + 30%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 30% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 5% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 31% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 657 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 10 turns. While Heroism is active, you will only die when reaching -910 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 642% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 205 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
| beneficial effect | Has 1 throwing knives prepared: 1 KnivesRange: 6 Net Damage: 117 - 163 Accuracy: 90 (knife) APR: 36 Crit Chance: +50% Crit mult: 234% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 74% chance to deflect up to 25 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
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 |
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 successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Cunning by +1. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved Cunning by +2. | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 38. | 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. You have been shown a secret entrance to his stronghold. | 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 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 black mamba head. * You've found the needed ice ant stinger. * You've found the needed snow giant kidney. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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 length of troll intestine. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed orc heart. * '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: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within1 lumberjacks have died. | 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 | Voidkin the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 mind Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +6% darkness A pair of boots made of leather. |
| Light source | Hathyhor the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +10% physical Changes damage: +15% physical Physical save: +9 (+5 eff.) Life regen: +0.40 Maximum life: +30.00 Light radius: +2 Healing mod.: +11% 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 | Elusevena (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes stats: +2 Cun / +3 Dex Changes resistances: +5% arcane / +6% cold Disease immunity: +10% Confusion immunity: +20% A cap made of leather. |
| On hands | Shockquill the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +2 Armour: +2 Changes stats: +3 Dex Changes resistances penetration: +25% lightning Critical mult.: +9.00% When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Adywen the Lustrefist (dig speed 31 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Wil Changes resistances: +12% nature Changes resistances penetration: +15% light Changes damage: +6% nature Critical mult.: +20.00% Mental save: +20 (+7 eff.) Psi when hit: +0.08 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | LisabaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +6 Changes stats: +4 Cun / +5 Dex Changes resistances penetration: +5% mind Changes damage: +6% mind Mental save: +9 (+3 eff.) Blindness immunity: +5% Disarm immunity: +10% Mental crit. chance: +1% Rings can have magical properties. |
| Around neck | Korerath the CoalobsidianInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +3 Con Changes resistances penetration: +5% darkness Changes damage: +9% light Light radius: +2 Amulets can have magical properties. |
| In main hand | Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. This item has been sent to the Item's Vault. |
| Around waist | rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Critical mult.: +6.00% A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. This item has been sent to the Item's Vault. |
| Cloak | Veliwe the Obsidianwither (2 def, 0 armour)Requires: - Level 15 Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 darkness Changes resistances: +21% darkness Changes resistances penetration: +19% darkness Changes damage: +14% darkness / +27% temporal Stealth bonus: +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
| Main armor | Eilinemitha the Thundertrial (12 def, 6 armour)Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Armour: +6 Defense: +12 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 4 lightning Changes stats: +5 Cun / +5 Wil Changes resistances: +17% acid / +12% lightning Changes resistances penetration: +5% lightning Grants telepathy: Dragon Mental save: +18 (+6 eff.) Stamina each turn: +0.70 Light radius: +1 Infravision radius: +1 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 31 cooldown : Effective talent level: 4.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 58 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.Fogresolve (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 darkness When wielded/worn: Armour: +6 Armour Hardiness: +9% Damage when hit (Melee): 8 darkness Changes stats: +4 Dex / +4 Mag / +6 Con Changes damage: +30% light Talent granted: +1 Command Staff Physical save: +7 (+4 eff.) Life regen: +1.50 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +32 (+21 eff.) Spell crit. chance: +5% Light radius: +1 Healing mod.: +20% It can be used to conjure elemental energy in a radius 10 cone, dealing 15.01 to 18.01 light damage, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.steel mace 'Ce'Nagara' (21-29.4 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% mind / +20% blight Changes resistances penetration: +10% mind Changes damage: +6% mind Blunt and deadly. |
Star (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. This item has been sent to the Item's Vault. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Eden's Guile (2 def, 1 armour)Requires: - Level 15 Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 52% (based on Cunning), costing 44 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. This item has been sent to the Item's Vault. |
Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Windborne AzuriteRequires: - Level 25 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. This item has been sent to the Item's Vault. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 176 power out of 245/400. 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. |
Achievements
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Sandor the Cornac Rogue level 26
6th Decay 122nd year of Ascendancy at 23:04 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sandor the Cornac Rogue level 21
31st Haze 122nd year of Ascendancy at 10:34 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Sandor the Cornac Rogue level 18
14th Haze 122nd year of Ascendancy at 21:43 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sandor the Cornac Rogue level 19
15th Haze 122nd year of Ascendancy at 05:14 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Sandor the Cornac Rogue level 10
9th Mirth 122nd year of Ascendancy at 10:03 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Sandor the Cornac Rogue level 20
20th Haze 122nd year of Ascendancy at 16:19 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Sandor the Cornac Rogue level 14
73rd Dusk 122nd year of Ascendancy at 22:09 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Sandor the Cornac Rogue level 6
1st Mirth 122nd year of Ascendancy at 17:51 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Sandor the Cornac Rogue level 18
11st Haze 122nd year of Ascendancy at 18:00 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Sandor the Cornac Rogue level 17
8th Haze 122nd year of Ascendancy at 22:09 see stats
Log
Saving game...
Saving done.










































































