











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Stop automatic talent usage when using movement infusion 1.7.6Stop automatic talent usage when using movement infusion/step up/..., and restore automatic talent usage after that. Danger Alert 1.7.5Add a display of estimated threats in monster's tooltip. 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:
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Smarter Rest 1.7.6智能休息: Rest becomes smarter: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Turn Log Separator 1.7.6增加回合切换的日志提醒,仅在战斗中生效。在游戏选项-插件界面。 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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 | Insane Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Bulwark |
| Level / Exp | 19 / 99% |
| Size | small |
| Lifes / Deaths | Killed by Ivivea the slumbering giant venus flytrap at level 18 on the 61st Haze 122nd year of Ascendancy at 03:17 2 / 4Killed by Ce'Nawyn the gigantic gravity worm at level 19 on the 71st Haze 122nd year of Ascendancy at 17:14 Killed by Miccarn the Invoker at level 19 on the 72nd Haze 122nd year of Ascendancy at 23:51 Killed by HB at level 19 on the 72nd Haze 122nd year of Ascendancy at 23:56 |
Primary Stats
| Strength | 46 (base 47) |
| Dexterity | 41 (base 34) |
| Constitution | 17 (base 12) |
| Magic | 16 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 31 (base 13) |
Resources
| Life | 663/663 |
| Stamina | 186/186 |
| Psi | 107/107 |
| Healing Factor | 1.1729415192739 |
| Regeneration | 4.9850014569143 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 47 |
| Crit Chance | 13% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Acid | +18% |
| Light | +20% |
| Nature | +6% |
| Darkness | +17% |
| Arcane | +4% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 52.08934837382 (86.151787968034%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 33 |
| Physical Save | 35 |
| Spell Save | 22 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Arcane | + 14%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 9%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 71% |
| Bleed Resistance | 40% |
| Confusion Resistance | 33% |
| Instadeath Resistance | 100% |
| Silence Resistance | 40% |
Inscriptions (3/3)
| 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 257 life over 5 turns. Its effects scale with your Cunning 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 physical effect and reduce all damage taken by 24% for 3 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: 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 469% 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 Constitution stat. |
Class Talents
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
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 talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed chunk of ghoul flesh. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' 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.' * You've found the needed green worm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley 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.' * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed honey tree root. * '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.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Aerimiwen the pair of rough leather boots (0 def, 3 armour) =STN CFZ=2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil ----- def ----- Armour +3 Resists +3% acid Mind.save +9 (+5 eff.) Max.HP +40.00 Silence- +20% Confus- +23% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
| Light source | Arakor the brass lantern2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +6 Resists +9% lightning Mind.save +3 (+2 eff.) Silence- +20% Confus- +10% ---------- misc Light +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. |
| On head | Quasit's Skull (0 def, 12 armour) =CON=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Brightshear the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +4 Mag +6 Wil +1 Con dps ---------- Spell.pwr +7 (+4 eff.) Melee+ 7 darkness 7 arcane Dmg.mod +5% darkness +4% arcane Melee Ret 6 light ----- def ----- Armour +2 Fatigue +3% Resists +6% darkness +5% arcane HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +15.00 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 | Sewermonster the ash wand of lightning storm [power 188] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% nature +3% mind ----- def ----- Resists +6% nature Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (188 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 86% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | copper ring of perseverance =STN=0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
| Around neck | copper amulet of healing =HEAL=0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 161 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | flaming voratun longsword of paradox (150% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego] Arcane Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 temporal On Hit.r1 +12 fire While equipped: ----- def ----- Resists +7% temporal Sharp, long, and deadly. |
| Around waist | rough leather belt 'Glitterbreeze' =CUN=1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +9% light Res.pen +10% acid ----- def ----- Resists +3% acid Max.HP +34.00 ---------- misc Infravis +3 A belt that goes around your waist. |
| In off hand | Ce'Nonor (0 def, 4 armour, 101% power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 101% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +12 light +12 darkness On Crit.r2 +4 acid +12 fire +16 light While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +18% acid +11% light +12% darkness On shield block: * Deals 47 light and fire damage to each enemy blocked ----- def ----- Armour +4 Fatigue +8% Resists +24% fire +18% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | murderer's linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +3 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Turodur the steel plate armour (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +6% mind +15% physical ----- def ----- Armour +14 Fatigue +17% Resists +6% arcane +6% physical Phys.save +17 (+7 eff.) Spell.save +12 (+6 eff.) ---------- misc Stam/turn +2.00 A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 141; 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 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 136; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 451%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 451% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 216; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the titan (range 4; phase 19; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 53; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 53 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Eilinidhesenne the Shadewild =CFZ=0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +12% darkness +3% temporal Res.pen +5% lightning +10% temporal +15% darkness ----- def ----- Resists +3% temporal Mind.save +6 (+3 eff.) Confus- +11% Amulets make your neck look great! |
Hybers the Frostspawn =CFZ MND=0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Dmg.mod +6% cold Res.pen +10% light Apr +1 ----- def ----- Resists +14% mind +3% physical Confus- +26% Amulets make your neck look great! |
Lightmaster =CUN=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% light Res.pen +10% mind ----- def ----- Resists +3% cold ---------- misc Psi/ret +0.12 Amulets make your neck look great! |
rogue's copper ring =CUN=0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
flaming dwarven-steel battleaxe of corruption (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane Power 138% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +9 fire On Hit: 20% Curse of Death 3 Massive two-handed battleaxes. |
ash longbow of cold4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 cold While equipped: dps ---------- Dmg.mod +17% cold Longbows are used to shoot arrows at your foes. |
Rhagatir the Fogmoon (116% power, 2 apr) =CUN=3.0 T1 mace 1H weapon [Rare] Master Power 116% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +6% darkness ---------- misc Infravis +3 Blunt and deadly. |
rough leather sling 'Glintquake' =CON=4.0 T1 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Hit.r1 +4 light While equipped: Stats +6 Con +7 Wil dps ---------- Melee Ret 2 lightning ----- def ----- Resists +3% acid +3% light +6% blight Spell.save +12 (+6 eff.) Max.HP +15.00 Slings are used to hurl stones or metal shots at your foes. |
Glilaith the pair of iron boots (0 def, 3 armour) =CUN=3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +3 Fatigue +2% Resists +3% cold +3% fire Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Silence- +10% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Islimira the Brightthorn (0 def, 3 armour) =CON STR=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Res.pen +5% nature +5% fire ----- def ----- Armour +3 Fatigue +2% Resists +15% cold +3% fire Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- 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. |
Archunger the iron helm (0 def, 3 armour) =LNG=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% light ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning +10% darkness +5% arcane +10% light ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Frigidmaim (0 def, 3 armour) =CON=2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Wil +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +15% cold ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +18% cold +8% darkness Spell.save +8 (+4 eff.) Mind.save +7 (+4 eff.) ---------- misc Light +1 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 8 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
Unrechak the Glimmerworm (0 def, 3 armour) =CUN=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +1 Dex +4 Cun dps ---------- On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal ---------- misc Light +2 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Balokhad the iron mail armour (2 def, 4 armour) =STR=14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +1 Dex +6 Mag +1 Wil ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +10 (+5 eff.) ---------- misc See.Invis +12 A suit of armour made of mail. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Thalore-Wood Cuirass (4 def, 12 armour) =CON=12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
impenetrable dwarven-steel plate armour of cold resistance (0 def, 19 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +19 Fatigue +22% Resists +15% cold A suit of armour made of metal plates. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ariba the Coalwilter (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% acid +15% darkness ----- def ----- Resists +3% acid +6% fire ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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 Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
Arthudugar the Ashwyrd [power 2] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 6 fire ----- def ----- Resists +18% lightning +6% cold +12% light Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 120 physical damage Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
elm wand of shielding 'Shadebreacher' [power 110] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Str dps ---------- Crit.mult +5.00% ----- def ----- Defense +5 (+2 eff.) Resists +6% darkness Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By HB the Halfling Bulwark level 10
14th Haze 122nd year of Ascendancy at 23:54 see stats
Fool of a Took! (Insane (Adventure) difficulty)
Killed oneself as a halfling.By HB the Halfling Bulwark level 19
72nd Haze 122nd year of Ascendancy at 23:56 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By HB the Halfling Bulwark level 10
14th Haze 122nd year of Ascendancy at 23:52 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By HB the Halfling Bulwark level 7
2nd Haze 122nd year of Ascendancy at 16:59 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By HB the Halfling Bulwark level 15
40th Haze 122nd year of Ascendancy at 13:22 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By HB the Halfling Bulwark level 19
72nd Haze 122nd year of Ascendancy at 23:56 see stats
Log
Miccarn the Invoker misses HB.
Bleeding from HB hits Miccarn the Invoker for (3 absorbed), 1 physical (2 total damage).
--------------------------------
------Player Action Start------
HB uses Assault.
HB deflects the projectile from Miccarn the Invoker to the southwest!
Miccarn the Invoker deactivates Hiemal Shield.
HB performs a melee critical strike against Miccarn the Invoker!
HB performs a melee critical strike against Miccarn the Invoker!
Miccarn the Invoker's Highborn's Bloom is disrupted by his wounds!
HB hits Armoured skeleton warrior for 8 fire, 8 fire (16 total damage).
HB hits Miccarn the Invoker for (21 absorbed), 10 physical, (8 absorbed), 13 light, 20 darkness, 12 darkness, 8 arcane, 178 physical, 4 temporal, 6 darkness, 4 arcane, 10 fire, 162 physical, 4 temporal, 6 darkness, 4 arcane, 10 fire (456 total damage).
Miccarn the Invoker's Hiemal Shield hits HB for 58 cold damage.
------Player Action End------
Miccarn the Invoker's desolate waste area effect hits HB for 37 cold damage.
HB the level 19 halfling bulwark was frozen and shattered into a million little shards to death by Miccarn the Invoker on level 4 of Sandworm lair.
--------------------------------
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Miccarn the Invoker's desolate waste area effect killed HB!
Saving game...
------Game Turn Changed!------
Talent Block is ready to use.
------Game Turn Changed!------
--------------------------------
------Player Action Start------
Saving done.
Personal New Achievement: Fool of a Took! (Insane (Adventure) difficulty)!
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!




















































































