












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Wall Clock 1.7.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official 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:
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 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Embers of Rage 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 21 / 5% |
| Size | small |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 21 on the 72nd Regrowth 123rd year of Ascendancy at 21:21 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 50 (base 47) |
| Constitution | 15 (base 10) |
| Magic | 15 (base 15) |
| Willpower | 11 (base 11) |
| Cunning | 49 (base 36) |
Resources
| Life | -17/586 |
| Stamina | 132/162 |
| Healing Factor | 1.1460311219416 |
| Regeneration | 5.9118080063607 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 37.316321645086 |
| See Invisible | 37.316321645086 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 48 |
| Crit Chance | 18% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Light | +6% |
| Nature | +6% |
| Cold | +27% |
| All | 0% |
Offense: Damage Penetration
| Nature | +12% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 48.683544434606 (72.49208891575%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 15 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 70%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 18%( 70%) |
| Lightning | + 31%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 570% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by minotaur. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by giant venus flytrap. Escort: worried loremaster (level 2 of Daikara) | 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 |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of faeros ash. * You've found the needed chunk of ghoul flesh. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Glarequarry (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -6% Phys.save +8 (+4 eff.) Spell.save +6 (+5 eff.) Mind.save +18 (+8 eff.) Stun/Frz- +20% ---------- misc Max.enc +28 Light +3 A pair of boots made of leather. |
| Quiver | pouch of steel shots 'Sootprophet' (16/16, 121% power, 2 apr)3.0 T2 shot ammo [Rare] Psionic Power 122% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Ranged+ +8 arcane +11 darkness Against +7% Living On Hit.r1 +20 darkness +12 arcane On Crit.r2 +20 arcane On Hit: * 10% chance to reduce damage dealt by 14% Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Serpenttrial'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +2 Con dps ---------- Dmg.mod +3% cold ----- def ----- Resists +3% nature Crit.chn- 10.00% Max.HP +42.00 ---------- 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 | Dawnwrither the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +6% cold +6% light Melee Ret 6 light ----- def ----- Armour +4 Fatigue +4% Resists +19% acid +3% light +10% fire +7% cold +8% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Swampworm (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Armour +5 Fatigue +3% Resists +12% nature +9% cold Mind.save +7 (+3 eff.) Max.HP +51.00 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 | overpowered yew totem of summon tentacle [power 355] (20/31 cooldown)2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 710 Base Damage: 391 Armor: 24 All Resist: 14 Puts all charms on 31 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
| On fingers | titan's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +4 (+2 eff.) Rings make your fingers look great! |
| Around neck | grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
| In main hand | throat-seeking rough leather sling of piercing4.0 T1 sling 1H weapon [Ego++] Disrupt/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +6% nature +6% all Acc +5 (+1 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 126% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 127% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe 'Aruzilarogas' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% cold On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Resists +1% physical +3% temporal +27% cold +3% nature +11% all Phys.save +9 (+4 eff.) Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
archmage's gold amulet0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +4 (+2 eff.) Dmg.mod +6% acid +5% fire +4% cold +4% lightning Amulets make your neck look great! |
savior's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +7 (+3 eff.) Spell.save +7 (+6 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
dwarven-steel dagger of enduring (122% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature Power 122% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +5 Con +7 Wil ----- def ----- Max.HP +10.00 Sharp, short and deadly. |
dwarven-steel dagger of shearing (113% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 113% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +5 (+1 eff.) Apr +7 Sharp, short and deadly. |
steel greatsword 'Balamas' (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 133% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 mind On Crit.r2 +10 acid +24 nature While equipped: dps ---------- Res.pen +13% acid +9% nature Apr +10 ----- def ----- Resists +3% blight +6% fire +3% mind +3% darkness Max.HP +80.00 Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
ranger's cured leather sling of piercing4.0 T2 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Dex dps ---------- Res.pen +6% all Acc +9 (+3 eff.) Apr +5 Slings are used to hurl stones or metal shots at your foes. |
Crystal Shard (113% power, 4 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 113% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 37 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
hardened leather belt 'Radhykor'1.0 T3 belt armor [Rare] Psionic While equipped: Stats +5 Dex dps ---------- Phys.pwr +10 (+5 eff.) Mind.pwr +15 (+8 eff.) Apr +4 ----- def ----- Phys.save +7 (+3 eff.) Die.at -80.00 life A belt that goes around your waist. |
rough leather belt 'Sparkknave'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil +2 Con dps ---------- Res.pen +15% lightning Melee Ret 4 light ----- def ----- HP.reg +0.70 Heal.mod +12% ---------- misc Infravis +1 A belt that goes around your waist. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Spell.save +5 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak 'Aeryrialle' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +6 (+2 eff.) Mind.save +9 (+4 eff.) Max.HP +31.00 Blind- +10% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Cracklestrider' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Cun +5 Wil dps ---------- Mind.crit +5% Res.pen +5% lightning ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dawnjustice the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +12% physical ----- def ----- Resists +3% lightning +12% physical +12% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Xurin' (0 def, 2 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Armour +2 Resists +11% mind +7% all Max.HP +60.00 ---------- misc Hate/m.crit +2.00 Max.hate +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aligen the pair of iron boots (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.crit +2% Apr +1 Melee Ret 2 mind ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Equi/ret +0.16 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
Hathedrarim the hardened leather gloves (10 def, 6 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Dex +5 Con dps ---------- Melee+ 8 nature Dmg.mod +5% nature Res.pen +10% mind ----- def ----- Armour +6 Defense +10 (+4 eff.) Resists +6% nature ---------- misc Stam/turn +3.00 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. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+4 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Tempestvortex the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Mag +3 Con dps ---------- Dmg.mod +3% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Armour +2 Fatigue +3% Resists +3% lightning +6% mind Phys.save +18 (+9 eff.) Spell.save +3 (+3 eff.) Mind.save +4 (+2 eff.) Disarm- +27% ---------- misc Mana/s.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 4.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 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. |
sand rough leather gloves of strength (+3) (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +6 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. |
Toryrion the Hellknave (0 def, 7 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Armour +7 Fatigue +3% Resists +8% lightning +19% temporal +9% cold Crit.chn- 10.00% Cut- +20% A cap made of leather. |
Zanytosus the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- S.pwr/crit +2 ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +6% cold Die.at -40.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
rough leather cap 'Aeresenn' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +6 Wil +3 Con ----- def ----- Armour +1 Fatigue +1% Crit.chn- 5.00% A cap made of leather. |
Dagayon the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Arcane While equipped: Stats +2 Dex +2 Cun +3 Con dps ---------- Crit.mult +20.00% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% light +13% darkness ---------- misc Stam/turn +2.00 See.Invis +3 A suit of armour made of mail. |
Ulfohor (13 def, 10 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.pwr +20 (+9 eff.) Mind.pwr +5 (+3 eff.) Melee Ret 4 mind ----- def ----- Armour +10 Defense +13 (+5 eff.) Fatigue +8% Resists +12% fire ---------- misc Psi/ret +0.08 Max.stam +20.00 A suit of armour made of leather. |
cleansing cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% nature +12% blight A suit of armour made of leather. |
hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% physical Phys.save +13 (+6 eff.) A suit of armour made of leather. |
Burntreason (0 def, 19 armour, 114% power, 36 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Disrupt When used to Attack: Power 114% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 While equipped: Stats +2 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Armour +19 Fatigue +8% Resists +11% arcane +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Emylema (0 def, 6 armour, 132% power, 79.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 132% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 On Crit.r2 +12 mind On Hit: * 10% chance to reduce all saves and defense by 16 While equipped: Stats +1 Cun +3 Con dps ---------- Dmg.mod +6% acid +3% mind ----- def ----- Armour +6 Fatigue +8% Max.HP +53.00 ---------- misc See.Invis +6 Talents +1 Block Handheld deflection devices. |
flaming iron shield of arcane resistance (+11%) (0 def, 2 armour, 97% power, 19 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Disrupt When used to Attack: Power 97% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +19 On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 1 fire ----- def ----- Armour +2 Fatigue +8% Resists +11% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield of fire resistance (+15%) (0 def, 2 armour, 96% power, 18 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 96% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +15% fire ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield of resilience (0 def, 3 armour, 98% power, 38.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 99% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +38 While equipped: ----- def ----- Armour +3 Fatigue +8% Max.HP +40.00 ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's steel shield of resilience (0 def, 4 armour, 107% power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 107% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: Stats +2 Str +2 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +8% Max.HP +44.00 ---------- misc Talents +1 Block Handheld deflection devices. |
9 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. |
255 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. |
5 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 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Raventhorn the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +6% acid Blind- +26% Confus- +18% ---------- misc Light +8 See.Stealth +10 See.Invis +7 Track: Puts all charms on 33 cooldown Level 5.2 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +5 See.Stealth +7 See.Invis +6 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
Xanalaith (18/18, 142% power, 7 apr)3.0 T3 shot ammo [Rare] Nature Power 142% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +7 Crit +5.0% Capacity 18 Proj.spd +400% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 95 physical damage While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
pouch of iron shots (19/19, 109% power, 1 apr)3.0 T1 shot ammo [Normal] Power 109% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of crippling (24/24, 123% power, 2 apr)3.0 T2 shot ammo [Ego++] Master/Psionic Power 123% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 24 Ranged+ +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 84 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
slimey pouch of iron shots (14/14, 113% power, 1 apr)3.0 T1 shot ammo [Ego] Disrupt Power 113% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 14 On Hit: * 5% chance to slow global speed by 41% Shots are used with slings to pummel your foes to death. |
iron torque of clear mind [power 1] (20/21 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging [power 194] (20/13 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
piercing elm wand of lightning storm [power 110] (20/13 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elm wand of conjuration [power 100] (20/13 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 121 acid damage Puts all charms on 13 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 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. |
4 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. |
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
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Joic the Halfling Skirmisher level 17
57th Dusk 122nd year of Ascendancy at 23:24 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Joic the Halfling Skirmisher level 17
61st Dusk 122nd year of Ascendancy at 14:37 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Joic the Halfling Skirmisher level 19
60th Regrowth 123rd year of Ascendancy at 18:12 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Joic the Halfling Skirmisher level 10
9th Mirth 122nd year of Ascendancy at 08:59 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Joic the Halfling Skirmisher level 20
61st Regrowth 123rd year of Ascendancy at 03:20 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Joic the Halfling Skirmisher level 13
9th Flare 122nd year of Ascendancy at 12:56 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Joic the Halfling Skirmisher level 19
32nd Regrowth 123rd year of Ascendancy at 11:08 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Joic the Halfling Skirmisher level 18
64th Haze 122nd year of Ascendancy at 14:07 see stats
Log
Joic resists!
Joic HEALS from arcane damage!
Urkis, the High Tempest's aether beam hits Joic for (24 flat reduction), 32 arcane, 7 healing (32 total damage) [7 healing].
Joic resists!
Joic HEALS from arcane damage!
Urkis, the High Tempest's aether beam hits Joic for (24 flat reduction), 32 arcane, 7 healing (32 total damage) [7 healing].
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Joic resists!
Joic HEALS from arcane damage!
Urkis, the High Tempest's aether beam hits Joic for (24 flat reduction), 32 arcane, 7 healing (32 total damage) [7 healing].
Joic stops regenerating health quickly.
Joic HEALS from lightning damage!
Hurricane from Urkis, the High Tempest hits Joic for (24 flat reduction), 47 lightning, 10 healing (47 total damage) [10 healing].
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Urkis, the High Tempest's aether beam hits Something for 43 arcane damage.
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Joic slows down.
Joic HEALS from lightning damage!
Hurricane from Urkis, the High Tempest hits Joic for (24 flat reduction), 61 lightning, 13 healing (61 total damage) [13 healing].
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Joic HEALS from lightning damage!
Thunderstorm hits Joic for (24 flat reduction), 3 lightning, 4 healing (3 total damage) [4 healing].
Something hits Joic for (24 flat reduction), 56 lightning (56 total damage).
Joic the level 21 halfling skirmisher was bolted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.









































































































