Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds 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. Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Ashes of Urh'Rok 1.2.4Official 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Shadow Race 1.0.1Adds shadow race with bugfix. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Steamtech UI 1.1.4 Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Allow Respec Anywhere 1.2.3Archreaver 1.2.3Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Arcanum Class Pack 1.3.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Mauler 1.2.3A Mauler is a warrior that wields dual one handed weapons. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 25 / 49% |
Size | huge |
Lifes / Deaths | Killed by Mayatha the white wolf at level 7 on the 3rd Flare 122nd year of Ascendancy at 16:55 / 17Killed by Vonan the thalore at level 14 on the 6th Dusk 122nd year of Ascendancy at 08:50 Killed by Lorentim the halfling at level 14 on the 6th Dusk 122nd year of Ascendancy at 09:26 Killed by Lorentim the halfling at level 14 on the 6th Dusk 122nd year of Ascendancy at 10:58 Killed by Vonan the thalore at level 14 on the 6th Dusk 122nd year of Ascendancy at 12:39 Killed by Cilnc the human at level 15 on the 21st Dusk 122nd year of Ascendancy at 13:06 Killed by Tariean the thalore at level 15 on the 21st Dusk 122nd year of Ascendancy at 14:42 Killed by Tariean the thalore at level 15 on the 21st Dusk 122nd year of Ascendancy at 16:06 Killed by Azimdorron the shalore at level 15 on the 21st Dusk 122nd year of Ascendancy at 17:20 Killed by Abauran the thalore at level 17 on the 43rd Dusk 122nd year of Ascendancy at 22:11 Killed by Abauran the thalore at level 17 on the 43rd Dusk 122nd year of Ascendancy at 23:12 Killed by Ndenyruor the shalore at level 17 on the 49th Dusk 122nd year of Ascendancy at 21:49 Killed by Araor the shalore at level 19 on the 58th Dusk 122nd year of Ascendancy at 15:51 Killed by Lieil the human at level 19 on the 68th Dusk 122nd year of Ascendancy at 05:19 Killed by Lieil the human at level 19 on the 68th Dusk 122nd year of Ascendancy at 06:40 Killed by Lieil the human at level 19 on the 68th Dusk 122nd year of Ascendancy at 08:12 Killed by ritch flamespitter at level 21 on the 9th Haze 122nd year of Ascendancy at 13:59 |
Primary Stats
Strength | 61 (base 37) |
Dexterity | 9 (base 10) |
Constitution | 45 (base 28) |
Magic | 75 (base 49) |
Willpower | 28 (base 10) |
Cunning | 24 (base 10) |
Resources
Mana | 290/334 |
Equilibrium | 0 |
Life | 970/970 |
Positive | 0/32 |
Stamina | 217/217 |
Healing Factor | 1.14 |
Regeneration | 0.969 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
See Invisible | 3 |
Offense: Mainhand
Damage | 89 |
Accuracy | 22 |
Crit Chance | 13% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 49.75 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 31.76 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 37.93 (84.102564102564%) |
Defense | 14.65 |
Ranged Defense | 21.325 |
Fatigue | 30 |
Physical Save | 45.588543495726 |
Spell Save | 47.905210162393 |
Mental Save | 46.733333333333 |
Defense: Resistances
All | + 10%( 73%) |
Defense: Immunities
Knockback Resistance | 26% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Confusion Resistance | 26% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 399% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 475 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 44 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Shield offense | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Radiance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Effects
talent | Shield of Light |
talent | Weapon of Light |
talent | Chant of Fortitude |
talent | Second Life |
talent | Weapon of Wrath |
talent | Retribution |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved talent Spit Poison (+1 level(s)). | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
On feet | pair of rough leather boots 'Tarriregohor' (0 def, 1 armour) pair of rough leather boots 'Tarriregohor' (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Mag / +2 Wil / +3 Cun / +3 Con Changes resistances: +6% fire / +6% mind / +6% cold Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 Mindpower: +6 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +10 It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Light source | brass lantern 'Xerirema' brass lantern 'Xerirema'Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% cold Reduces incoming crit damage: 15.00% Physical save: +9 (+3 eff.) Disease immunity: +10% Only die when reaching: -60.00 life Maximum life: +42.00 Light radius: +5 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 | Cloudbliss the hardened leather cap (0 def, 6 armour) Cloudbliss the hardened leather cap (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 blight / 7 physical Changes stats: +4 Str / +4 Con Changes resistances: +6% blight / +3% lightning Changes resistances penetration: +5% blight Changes damage: +6% lightning Infravision radius: +1 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 230.6 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On hands | hardened leather gloves 'Vorulrarin' (0 def, 2 armour) hardened leather gloves 'Vorulrarin' (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Damage (Melee): 7 acid / 6 fire / 3 cold / 6 lightning Changes stats: +4 Str / +7 Mag / +4 Wil / +3 Cun Changes resistances: +5% light / +8% darkness Changes damage: +3% mind Mental save: +25 (+8 eff.) Maximum hate: +8.00 Maximum psi: +30.00 Infravision radius: +1 See invisible: +3 When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +11 ice / +12 fire / +9 acid / +15 lightning Burst (radius 2) on crit: +27 light / +12 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 60.81 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | volcanic yew wand of conjuration [power 223] (10 cooldown) volcanic yew wand of conjuration [power 223] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +1 Volcano It can be used to fire a bolt of a random element (dam 112-223), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Grinyrain the steel ring Grinyrain the steel ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid / 16 mind Changes resistances: +28% lightning / +24% fire / +21% acid Changes resistances penetration: +10% acid Changes damage: +14% lightning / +12% fire / +3% acid Mental save: +9 (+3 eff.) Confusion immunity: +26% Rings can have magical properties. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +4 Mag Changes resistances: +26% cold Changes damage: +13% cold Critical mult.: +15.00% Life regen: +0.60 Maximum life: +56.00 Spellpower: +7 (+2 eff.) Healing mod.: +14% Cannot be unequipped or rerolled until level 27. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Burnsmasher the copper amulet Burnsmasher the copper amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+5 eff.) Damage when hit (Melee): 16 blight / 16 fire Changes stats: +2 Mag Changes resistances: +3% blight / +11% temporal / +9% fire Changes resistances cap: +3% all Changes resistances penetration: +15% blight Changes damage: +5% acid / +5% fire / +5% cold / +5% lightning Physical save: +9 (+3 eff.) Pinning immunity: +24% Knockback immunity: +26% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
In main hand | Bethissra (55-82.5 power, 3 apr) Bethissra (55-82.5 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatclub ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +20 nature / +17 temporal Burst (radius 1) on hit: +4 mind When wielded/worn: Changes stats: +3 Wil Changes resistances: +8% blight / +5% arcane Changes damage: +4% nature / +6% arcane / +6% mind Mental save: +8 (+3 eff.) Disease immunity: +22% Maximum psi: +46.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Massive two-handed clubs. |
Around waist | rough leather belt of the giants rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | Bethyvea the dwarven-steel shield (8 def, 2 armour, 33.5-40.2 power, 83.5 block) Bethyvea the dwarven-steel shield (8 def, 2 armour, 33.5-40.2 power, 83.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Alternately Requires: - Strength 24 - Talent Shield Mastery (level 1) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.5 - 40.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +84 Damage (Melee): +20 cold / +15 light / +4 physical Burst (radius 1) on hit: +4 physical When wielded/worn: Armour penetration: +1 Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 20% chance to blind Damage when hit (Melee): 13 ice Changes stats: +3 Mag / +6 Wil / +6 Con Changes resistances: +7% acid / +13% light / +22% cold / +6% fire / +7% lightning Talent granted: +3 Block Handheld deflection devices. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 98.33 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | steel mail armour 'Cuthorondur' (2 def, 6 armour) steel mail armour 'Cuthorondur' (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +12 (+3 eff.) Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes stats: +8 Str / +5 Mag / +5 Wil / +4 Con Changes resistances: +27% lightning Critical mult.: +20.00% Mental save: +20 (+7 eff.) Maximum life: +50.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +5% Mindpower: +14 (+6 eff.) Mental crit. chance: +7% A suit of armour made of mail. |
Inventory
regeneration infusion of the titan (heal 438 over 5 turns) regeneration infusion of the titan (heal 438 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 438 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
reconstruction rune of the psychic (heal 277; cure a cut or wound) reconstruction rune of the psychic (heal 277; cure a cut or wound)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 277 life, and cure one cut or wound effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Voltaic Pendant Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 33.69 to 101.06 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
grounding steel amulet of strength (+3) grounding steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
copper ring 'Eluyata' copper ring 'Eluyata'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +2 Changes stats: +5 Cun / +5 Dex Changes resistances: +6% blight / +22% light / +6% mind Changes damage: +11% light Blindness immunity: +5% Poison immunity: +5% Rings can have magical properties. |
yew greatclub 'Branaromidin' (44-66 power, 2 apr) yew greatclub 'Branaromidin' (44-66 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatclub ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage against: +14% Undead When wielded/worn: Accuracy: +2 (+1 eff.) Changes stats: +3 Dex / +5 Wil / +3 Cun Changes resistances: +11% blight / +22% darkness / +10% nature Changes resistances penetration: +5% physical Changes damage: +6% physical Critical mult.: +12.00% Physical save: +6 (+2 eff.) Stamina each turn: +0.60 Stamina when hit: +2.00 Maximum life: +20.00 Massive two-handed clubs. |
crushing dwarven-steel greatmaul of erosion (47-70.5 power, 2 apr) crushing dwarven-steel greatmaul of erosion (47-70.5 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 47.0 - 70.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +13 nature / +7 temporal Massive two-handed mauls. |
sharp iron greatsword (19.5-31.2 power, 1 apr) sharp iron greatsword (19.5-31.2 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 19.5 - 31.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +1.2% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed swords. |
Brenaregokalthodas (2 def, 0 armour) Brenaregokalthodas (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Dex / +4 Mag / +3 Wil / +3 Cun Changes resistances penetration: +9% arcane / +5% blight Changes damage: +9% arcane / +3% blight Critical mult.: +15.00% Spell save: +8 (+3 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +99.00 Maximum vim: +30.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +1 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Goresquall' (0 def, 0 armour) linen robe 'Goresquall' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature / 8 lightning Changes stats: +5 Mag / +5 Wil Changes resistances: +9% lightning / +16% fire / +9% nature Changes resistances penetration: +5% nature Changes damage: +11% fire Mana each turn: +0.12 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of rough leather boots (0 def, 5 armour) miner's pair of rough leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
temporal iron gauntlets of strength (+2) (0 def, 1 armour) temporal iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 7 temporal Damage (Ranged): 5 temporal Changes stats: +2 Str Changes resistances: +6% temporal Changes damage: +3% temporal When used to modify unarmed attacks: Base power: 14.5 - 20.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% On weapon hit: * 6% chance to gain 10% of a turn Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm of strength (+2) (0 def, 3 armour) iron helm of strength (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron plate armour 'Starbringer' (9 def, 11 armour) iron plate armour 'Starbringer' (9 def, 11 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Defense: +9 (+7 eff.) Fatigue: +12% Damage when hit (Melee): 6 light Changes stats: +1 Dex / +2 Wil / +2 Cun Changes resistances: +12% blight / +12% darkness / +6% light Physical save: +10 (+3 eff.) Mental save: +12 (+4 eff.) Light radius: +1 A suit of armour made of metal plates. |
coruscating dwarven-steel shield (8 def, 2 armour, 34-40.8 power, 83 block) coruscating dwarven-steel shield (8 def, 2 armour, 34-40.8 power, 83 block)Requires: - Strength 24 - Talent Armour Training (level 2) Alternately Requires: - Strength 24 - Talent Shield Mastery (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.0 - 40.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +83 Damage (Melee): +11 fire When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage when hit (Melee): 18 fire Changes stats: +2 Str Changes resistances: +12% fire Talent granted: +3 Block Handheld deflection devices. |
Scaldfiend the alchemist's lamp Scaldfiend the alchemist's lampPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +3 Damage when hit (Melee): 12 fire Changes stats: +2 Str / +4 Mag / +2 Con Mental save: +8 (+3 eff.) Maximum life: +10.00 Spellpower: +9 (+3 eff.) Light radius: +9 See stealth: +17 See invisible: +10 Healing mod.: +5% A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
By Lhamecyrrio the Ogre Sun Paladin level 23
56th Haze 122nd year of Ascendancy at 21:20 see stats
By Lhamecyrrio the Ogre Sun Paladin level 10
5th Flare 122nd year of Ascendancy at 01:59 see stats
By Lhamecyrrio the Ogre Sun Paladin level 20
68th Dusk 122nd year of Ascendancy at 11:15 see stats
By Lhamecyrrio the Ogre Sun Paladin level 20
2nd Haze 122nd year of Ascendancy at 12:17 see stats
By Lhamecyrrio the Ogre Sun Paladin level 14
9th Flare 122nd year of Ascendancy at 10:30 see stats
By Lhamecyrrio the Ogre Sun Paladin level 17
36th Dusk 122nd year of Ascendancy at 18:01 see stats
Log
Rested for 80 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 17 turns (stop reason: at exit).
You gain 0.64 gold from the transmogrification of arcing pouch of dwarven-steel shots of daylight (17/20, 32.5-39 power, 3 apr).
You gain 1.00 gold from the transmogrification of living steel shield of lightning resistance (+11%) (6 def, 2 armour, 18-21.6 power, 41.5 block).
You gain 0.38 gold from the transmogrification of spiked hardened leather armour of cold resistance (3 def, 6 armour).
You gain 1.38 gold from the transmogrification of enlightening hardened leather armour of command (10 def, 11 armour).
You gain 4.38 gold from the transmogrification of Belevea the Cleansearc (3 def, 6 armour).
You gain 0.42 gold from the transmogrification of spiked steel mail armour of lightning resistance (2 def, 6 armour).
You gain 0.14 gold from the transmogrification of pair of rough leather boots of uncanny dodging (3 def, 1 armour).
You gain 0.54 gold from the transmogrification of dwarven-steel buckler of the shroud.
You gain 0.15 gold from the transmogrification of hardened leather sling.
You gain 0.56 gold from the transmogrification of thorny mindstar of vitality (8.5-9.35 power, 24 apr, nature damage).
You gain 4.10 gold from the transmogrification of stralite mace 'Brenehek' (36-50.4 power, 5 apr).
You gain 0.50 gold from the transmogrification of insidious dwarven-steel longsword of massacre (28-39.2 power, 4 apr).
You gain 4.13 gold from the transmogrification of yew longbow 'Daimaneg'.
You gain 0.51 gold from the transmogrification of quick iron greatsword (14-22.4 power, 1 apr).
You gain 0.24 gold from the transmogrification of sharp dwarven-steel dagger of massacre (27-35.1 power, 7 apr).
You gain 0.43 gold from the transmogrification of piercing dwarven-steel dagger of erosion (15.5-20.15 power, 7 apr).
You gain 0.36 gold from the transmogrification of biting gale rune of the warrior (129 cold damage; 51 apply power).
You gain 0.30 gold from the transmogrification of wild infusion of the wizard (resist 20%; cure mental).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Lhamecyrrio deactivates Weapon of Light.
Lhamecyrrio deactivates Shield of Light.
Lhamecyrrio deactivates Retribution.
Lhamecyrrio deactivates Second Life.
Lhamecyrrio deactivates Chant of Fortitude.
Lhamecyrrio deactivates Weapon of Wrath.