Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Effect Displayer 1.7.4Display flying text and image when the player gets detrimental temporary effect. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Achieve in Obscurity 1.7.4Allows disabling of achievement notifications in global chat. Code shamelessly stolen from minmay's QuickTome QoL Changes addon. 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 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.
ASCII Tactical Borders 1.7.5Adds an option to the UI tab in Game Options where you can choose a style to overload the "Combined Big" tactical overlay and target cursor used in the "Modern" graphic mode with those used in the "ASCII" graphic mode. The default option is "Thick", which is a properly scaled and more consistent alternative to the official ASCII borders. The "Thick" and "Thin" styles were contributed by rexorcorum. I just like how it looks :) https://github.com/sandertyu/tome-ascii-borders ---Changelog--- Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Items Vault 1.7.6Donators/Buyers bonus! DejaVu Font 1.6.0 ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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: 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:
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 | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 6 / 42% |
Size | medium |
Lifes / Deaths | Killed by cold drake hatchling at level 6 on the 4th Profit 122nd year of Ascendancy at 20:47 / 1 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 9 (base 10) |
Constitution | 15 (base 10) |
Magic | 15 (base 17) |
Willpower | 16 (base 13) |
Cunning | 11 (base 10) |
Resources
Life | -5/257 |
Mana | 160/160 |
Equilibrium | 15 |
Healing Factor | 1.1460311219417 |
Regeneration | 0.28650778048543 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
Offense: Mainhand
Damage | 28 |
Accuracy | 17 |
Crit Chance | 3% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 17 |
Crit Chance | 3% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Fire | +10% |
Light | +10% |
Defense: Base
Armour (hardiness) | 21.413408721348 (65.897138898113%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 26 |
Physical Save | 11 |
Spell Save | 10 |
Mental Save | 9 |
Defense: Resistances
Temporal | + 15%( 70%) |
Light | + 30%( 70%) |
Fire | + 20%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | [vs. miner's pair of iron boots of tirelessness (0 def, 4 armour) (On feet)] miner's pair of iron boots of tirelessness (0 def, 4 armour)miner's pair of iron boots of tirelessness (0 def, 4 armour) 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +4 (-) Fatigue +2% (-) other ------- Stamina/turn +0.40 (-) Max stamina +10.00 (-) Infravision +1 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | [vs. rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)] rough leather gloves of strength (+2) (0 def, 1 armour)rough leather gloves of strength (+2) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2(-) Str offense ------ Physical Power +6 (+3 eff.) (-) defense ------ Armor +1 (-) 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. |
On head | [vs. miner's rough leather cap of constitution (+2) (0 def, 2 armour) (On head)] miner's rough leather cap of constitution (+2) (0 def, 2 armour)miner's rough leather cap of constitution (+2) (0 def, 2 armour) 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2(-) Con defense ------ Armor +2 (-) Fatigue +1% (-) other ------- Infravision +1 (-) A cap made of leather. |
Tool | [vs. miner's iron pickaxe (dig speed 28 turns) (Tool)] miner's iron pickaxe (dig speed 28 turns)miner's iron pickaxe (dig speed 28 turns) 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1(-) Str other ------- Infravision +1 (-) While carried: other ------- Talents +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | [vs. mule's copper ring of fire (+20%) (On fingers)] mule's copper ring of fire (+20%)mule's copper ring of fire (+20%) 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10%(-) fire defense ------ Fatigue -5% (-) Resistance +20%(-) fire other ------- Encumbrance +20 (-) Rings make your fingers look great! |
In main hand | [vs. iron shield (0 def, 2 armour, 98% power, 20 block) (In main hand, 1 of 2)] iron shield (0 def, 2 armour, 98% power, 20 block)iron shield (0 def, 2 armour, 98% power, 20 block) 7.0 Encumbrance T1 shield armor Reqs - Shield usage training Str 11 [Normal] When used to Attack: Weapon Damage 99% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% (-) Block +20 (-) While equipped: defense ------ Armor +2 (-) Fatigue +8% (-) other ------- Talents +1.00(-) Block Handheld deflection devices. Tap to cycle through comparison choices |
Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15(-) Lite Light Burst (radius 1) Damage +10%(-) light defense ------ Resistance +30%(-) light Healmod +10% (-) other ------- Light +5 (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
In off hand | [vs. iron shield (0 def, 2 armour, 98% power, 20 block) (In main hand, 1 of 2)] iron shield (0 def, 2 armour, 101% power, 20 block)iron shield (0 def, 2 armour, 101% power, 20 block) 7.0 Encumbrance T1 shield armor Reqs - Shield usage training Str 11 [Normal] When used to Attack: Weapon Damage 101% (+3%) Range: 1.0x-1.2x (+0.0x) Uses 100% Str Damage Physical Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% (-) Block +20 (-) While equipped: defense ------ Armor +2 (-) Fatigue +8% (-) other ------- Talents +1.00(-) Block Handheld deflection devices. Tap to cycle through comparison choices |
Cloak | [vs. resilient linen cloak of Eldoral (1 def, 0 armour) (Cloak)] resilient linen cloak of Eldoral (1 def, 0 armour)resilient linen cloak of Eldoral (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1(-) Cun +1(-) Dex defense ------ Defense +1 (+1 eff.) (-) Life +31.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. iron mail armour of temporal resistance (2 def, 4 armour) (Main armor)] iron mail armour of temporal resistance (2 def, 4 armour)iron mail armour of temporal resistance (2 def, 4 armour) 14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Ego] Arcane While equipped: defense ------ Armor +4 (-) Defense +2 (+2 eff.) (-) Fatigue +12% (-) Resistance +15%(-) temporal A suit of armour made of mail. |
Inventory
[vs. iron shield (0 def, 2 armour, 98% power, 20 block) (In main hand)] iron longsword of massacre (115% power, 2 apr)iron longsword of massacre (115% power, 2 apr) 3.0 Encumbrance T1 longsword 1H weapon Reqs Str 11 [Ego] Master Weapon Damage 115% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% When used to Attack: Critical Rate +0.0% (-2.5%) Block +0 (-20) While equipped: defense ------ Armor +0 (-2) Fatigue +0% (-8%) other ------- Talents +0(+-1) Block Sharp, long, and deadly. |
[vs. iron shield (0 def, 2 armour, 98% power, 20 block) (In main hand)] Bleakclash the iron waraxe (103% power, 2 apr)Bleakclash the iron waraxe (103% power, 2 apr) 3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 11 [Rare] Disrupt Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +4 darkness On Hit: * 20% chance to reduce damage dealt by 9% When used to Attack: Critical Rate +0.0% (-2.5%) Block +0 (-20) While equipped: offense ------ Damage +9% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 9% defense ------ Armor +0 (-2) Fatigue +0% (-8%) Resistance +7% acid +8% lightning +8% cold +8% fire +3% all Spell save +5 (+5 eff.) other ------- Talents +0(+-1) Block One-handed war axes. |
[vs. iron shield (0 def, 2 armour, 98% power, 20 block) (In main hand, 1 of 2)] gifted mossy mindstar of life (77% power, 12 apr, mind damage)gifted mossy mindstar of life (77% power, 12 apr, mind damage) 3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature Weapon Damage 77% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% When used to Attack: Critical Rate +0.0% (-2.5%) Block +0 (-20) While equipped: offense ------ Mind Crit +1% Mindpower +4 (+4 eff.) defense ------ Armor +0 (-2) Fatigue +0% (-8%) Life +14.00 Life Regen +0.60 other ------- Talents +1 Attune Mindstar +0(+-1) Block Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. iron shield (0 def, 2 armour, 98% power, 20 block) (In main hand, 1 of 2)] horrifying mossy mindstar (75% power, 12 apr, mind damage)horrifying mossy mindstar (75% power, 12 apr, mind damage) 3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature/Psionic Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% When used to Attack: Critical Rate +0.0% (-2.5%) Block +0 (-20) While equipped: offense ------ Mind Crit +1% Mindpower +2 (+2 eff.) On-Hit 4 mind 4 darkness Damage +2% mind +2% darkness defense ------ Armor +0 (-2) Fatigue +0% (-8%) other ------- Talents +1 Attune Mindstar +0(+-1) Block Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. iron shield (0 def, 2 armour, 98% power, 20 block) (In main hand, 1 of 2)] mossy mindstar (75% power, 12 apr, nature damage)mossy mindstar (75% power, 12 apr, nature damage) 3.0 Encumbrance T1 mindstar 1H weapon Reqs Wil 11 [Normal] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% When used to Attack: Critical Rate +0.0% (-2.5%) Block +0 (-20) While equipped: offense ------ Mind Crit +1% Mindpower +2 (+2 eff.) defense ------ Armor +0 (-2) Fatigue +0% (-8%) other ------- Talents +1 Attune Mindstar +0(+-1) Block Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. iron mail armour of temporal resistance (2 def, 4 armour) (Main armor)] iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) 14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Normal] While equipped: defense ------ Armor +4 (-) Defense +2 (+2 eff.) (-) Fatigue +12% (-) Resistance +0%(-15%) temporal A suit of armour made of mail. |
agate agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)] brass lanternbrass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: offense ------ On-Hit 0(-15) Lite Light Burst (radius 1) Damage +0%(-10%) light defense ------ Resistance +0%(-30%) light Healmod +0% (-10%) other ------- Light +3 (-2) 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 Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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. |
Achievements
By Asilon the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 23:02 see stats
Log
Stone Vine from Asilon hits Cold drake hatchling for 7 nature damage.
Asilon hits Cold drake hatchling for 20 light damage.
Asilon hits Cold drake hatchling for 23 physical, 20 light (43 total damage).
Asilon killed Cold drake hatchling!
Burning from Elyrialaith the cold drake hatchling hits Asilon for 7 fire damage.
Bleeding from Elyrialaith the cold drake hatchling hits Asilon for 11 physical damage.
Cold drake hatchling is free from the stone vine.
Something hits Asilon for 27 physical damage.
Asilon's skin returns to normal.
Asilon stops burning.
Cold drake hatchling is seized by a stone vine.
Bleeding from Elyrialaith the cold drake hatchling hits Asilon for 11 physical damage.
Cold drake hatchling is free from the stone vine.
Asilon stops bleeding.
Hornet swarm hits Asilon for 3 physical damage.
Talent Infusion: Regeneration is ready to use.
Talent Eldritch Blow is ready to use.
Talent Infusion: Healing is ready to use.
Asilon uses Infusion: Healing.
Asilon receives 57 healing from Infusion: Healing.
Asilon uses Infusion: Regeneration.
Asilon starts regenerating health quickly.
Cold drake hatchling hits Asilon for 31 physical damage.
Cold drake hatchling hits Asilon for 34 physical damage.
Asilon the level 6 dwarf stone warden was minced to death by a cold drake hatchling on level 2 of Trollmire.