Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 QuickTome: Zone Overhaul 1.4.8 Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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: Enhanced tooltips v 2.6a for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. QuickTome: Arena Skip 1.3.1 astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Shadowblade |
Level / Exp | 19 / 28% |
Size | medium |
Lifes / Deaths | Killed by Betodamitta the wolf at level 9 on the 64th Dusk 122nd year of Ascendancy at 23:14 0 / 6Killed by Xyma the treant at level 15 on the 4th Regrowth 123rd year of Ascendancy at 02:04 Killed by quasit squad leader at level 18 on the 51st Regrowth 123rd year of Ascendancy at 01:22 Killed by Aango the wretchling at level 19 on the 53rd Regrowth 123rd year of Ascendancy at 09:24 Killed by Urokor the quasit squad leader at level 19 on the 54th Regrowth 123rd year of Ascendancy at 06:30 Killed by Muim the wretchling at level 19 on the 54th Regrowth 123rd year of Ascendancy at 07:53 |
Primary Stats
Strength | 20 (base 20) |
Dexterity | 47 (base 46) |
Constitution | 14 (base 10) |
Magic | 20 (base 13) |
Willpower | 25 (base 10) |
Cunning | 31 (base 23) |
Resources
Life | -106/372 |
Mana | 246/283 |
Stamina | 50/132 |
Healing Factor | 1.23 |
Regeneration | 1.1685 |
Speed
Mental | +3.01653630957% |
Attack | 0% |
Movement | +20% |
Spell | +3.01653630957% |
Global | +149.61793918256% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 6 |
See Stealth | 6 |
See Invisible | 7 |
Offense: Mainhand
Damage | 48 |
Accuracy | 45 |
Crit Chance | 24% |
APR | 15 |
Speed | 0.97 |
Offense: Offhand
Damage | 30 |
Accuracy | 45 |
Crit Chance | 24% |
APR | 15 |
Speed | 0.97 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 7% |
Speed | 0.97071794085073 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 25.08 (78.924731182796%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 27 |
Physical Save | 26 |
Spell Save | 15 |
Mental Save | 38 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 21% |
Silence Resistance | 41% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 275 damage for 4 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 452% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
talent | Precision |
talent | Shadow Feed |
detrimental effect | The target is on fire, taking 22.26 fire damage per turn. Burning |
detrimental effect | Reduces global action speed by 5%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The time distortion has created a restoration field, healing the target for 19 each turn. Temporal Restoration Field |
beneficial effect | Increases global action speed by 55%. Speed |
detrimental effect | Damage reduced by 44%. To The Arms |
detrimental effect | Huge cut that bleeds, doing 42.75 physical damage per turn. Bleeding |
Quests
Across Maj'Eyal are places inhabited by evil - and treasure. But you don't have time to visit all of them. A new beginningYou may enter only two of the following zones: * You elected not to visit the Heart of the Gloom. * You have visited the ruins of Kor'Pul. * You elected not to visit Norgos' Lair. * You have visited the Rhaloren camp. * You elected not to visit the Scintillating Caves. * You elected not to visit the Trollmire. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Betoyada the polar bear. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | 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 Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed xorn fragment. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * '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.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of rough leather boots of speed (0 def, 1 armour) undeterred pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +21% Movement speed: +20% A pair of boots made of leather. |
Light source | survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +6 See invisible: +7 Healing mod.: +13% 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 | Ebonywild the dwarven-steel helm (0 def, 4 armour) Ebonywild the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Con Changes resistances: +9% darkness Maximum encumbrance: +30 Physical save: +16 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Murkravage the rough leather gloves (0 def, 1 armour) =dispersion= Murkravage the rough leather gloves (0 def, 1 armour) =dispersion=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Changes stats: +4 Wil / +4 Mag Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ash wand of clairvoyance 'Tempestclash' [power 10] (6 cooldown) ash wand of clairvoyance 'Tempestclash' [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +5% lightning / +5% mind Changes damage: +12% lightning Talent cooldown: Void Blast (+6 turn) Talent granted: +1 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 10, power 45 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Islynor IslynorPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 28% chance to blind Effects on ranged hit: * 26% chance to blind Critical mult.: +10.00% Mental save: +20 (+7 eff.) Silence immunity: +20% Mana each turn: +0.13 Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
On fingers | solipsist's steel ring of frost (+22%) =+4cun= solipsist's steel ring of frost (+22%) =+4cun=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +22% cold Changes damage: +11% cold Mindpower: +5 (+2 eff.) Rings can have magical properties. |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+3 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | dwarven-steel dagger of crippling (116% power, 7 apr) dwarven-steel dagger of crippling (116% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Sharp, short and deadly. |
Around waist | insulating rough leather belt of life insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +6% fire Life regen: +0.70 Healing mod.: +10% A belt that goes around your waist. |
In off hand | dwarven-steel dagger of crippling (110% power, 7 apr) dwarven-steel dagger of crippling (110% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 110% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Sharp, short and deadly. |
Cloak | resilient cashmere cloak of Iron Throne (2 def, 0 armour) =+2str= resilient cashmere cloak of Iron Throne (2 def, 0 armour) =+2str=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +1 Con Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Bethurissra the steel plate armour (4 def, 9 armour) Bethurissra the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +4 Cun / +4 Wil Changes resistances: +16% lightning / +16% cold Mental save: +12 (+5 eff.) Mana each turn: +0.12 Maximum vim: +20.00 A suit of armour made of metal plates. |
Inventory
wild infusion of the sneak (resist 13%; cure mental) wild infusion of the sneak (resist 13%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. |
wild infusion of the sneak (resist 18%; cure mental) wild infusion of the sneak (resist 18%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 mental effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)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: 8 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
Blackpiercer the steel amulet =+6mag= Blackpiercer the steel amulet =+6mag=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Dex / +6 Mag Changes resistances penetration: +10% darkness Talent mastery: +0.11 Spell / Conveyance Mana each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +58.00 Light radius: +1 Amulets can have magical properties. |
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. |
Gumita the steel amulet =+4con= Gumita the steel amulet =+4con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +10% acid Changes damage: +6% mind / +3% acid Amulets can have magical properties. |
Eluba ElubaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Reduces incoming crit damage: 5.00% Physical save: +9 (+5 eff.) Mental save: +6 (+3 eff.) Disease immunity: +5% Stun/Freeze immunity: +5% Rings can have magical properties. |
steel ring 'Beagavon' steel ring 'Beagavon'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Confusion immunity: +15% Stun/Freeze immunity: +15% Teleport immunity: +10% Rings can have magical properties. |
steel ring 'Boltdeath' steel ring 'Boltdeath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 4 lightning Changes stats: +3 Dex / +1 Wil Changes resistances penetration: +10% mind Mental crit. chance: +1% Rings can have magical properties. |
warrior's steel ring of frost (+20%) =+4str= warrior's steel ring of frost (+20%) =+4str=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
warrior's steel ring of perseverance =+2str= warrior's steel ring of perseverance =+2str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +28% Life regen: +1.50 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel dagger (117% power, 7 apr)arcing dwarven-steel dagger (117% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning Sharp, short and deadly. |
balanced voratun dagger of dampening (145% power, 9 apr) balanced voratun dagger of dampening (145% power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +4 (+2 eff.) Changes resistances: +8% acid / +12% fire / +9% cold / +12% lightning Spell save: +4 (+4 eff.) Disarm immunity: +16% Sharp, short and deadly. |
iron dagger 'Barisabers' (98% power, 5 apr) iron dagger 'Barisabers' (98% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Acid Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+2 eff.) Changes resistances penetration: +5% acid Disarm immunity: +18% Sharp, short and deadly. |
steel dagger 'Aerayanor' (104% power, 6 apr) steel dagger 'Aerayanor' (104% power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% Damage (Melee): +4 darkness Damage against: +6% Living When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+2 eff.) Changes stats: +4 Str Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +18% Sharp, short and deadly. |
steel dagger of amnesia (103% power, 6 apr) steel dagger of amnesia (103% power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Sharp, short and deadly. |
thought-forged dwarven-steel dagger of projection (118% power, 7 apr) thought-forged dwarven-steel dagger of projection (118% power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
Barayavon (127% power, 4 apr) Barayavon (127% power, 4 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to daze Damage (Melee): +35 insidious poison / +6 mind When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +5 Con Changes resistances penetration: +7% lightning See invisible: +9 Damage Shield penetration: +30% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Salamira the dwarven-steel longsword (128% power, 4 apr)Salamira the dwarven-steel longsword (128% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 128% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 blight / +14 temporal / +9 nature When wielded/worn: Effects on melee hit: * 10% chance to disease Spell save: +6 (+5 eff.) Maximum mana: +80.00 Sharp, long, and deadly. |
Porinne the pair of rough leather boots (0 def, 1 armour) Porinne the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 physical Physical save: +3 (+2 eff.) Healing mod.: +10% A pair of boots made of leather. |
pair of rough leather boots 'Beudunabar' (0 def, 1 armour) =+4dex= pair of rough leather boots 'Beudunabar' (0 def, 1 armour) =+4dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 acid Changes stats: +7 Lck / +4 Dex Changes resistances: +6% mind Changes damage: +3% acid Stealth bonus: +6 A pair of boots made of leather. |
Falugrim the rough leather gloves (0 def, 1 armour) =+2cun= Falugrim the rough leather gloves (0 def, 1 armour) =+2cun=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Cun Changes resistances: +6% cold Changes damage: +4% cold Light radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Isuba the dwarven-steel gauntlets (0 def, 2 armour) Isuba the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Damage (Melee): 10 temporal Damage (Ranged): 5 temporal Damage when hit (Melee): 4 arcane Changes stats: +4 Cun / +4 Mag Changes resistances: +12% blight / +7% temporal / +15% darkness / +7% light Changes resistances penetration: +10% arcane Changes damage: +5% temporal Infravision radius: +3 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 40.82 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Koyon (0 def, 1 armour) =+3str= Koyon (0 def, 1 armour) =+3str=Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 mind Changes stats: +3 Str Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Manidothad' (0 def, 1 armour) iron gauntlets 'Manidothad' (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Damage (Melee): 6 darkness Changes resistances: +5% darkness Changes damage: +4% darkness Life regen: +0.60 Metal gloves protecting the hands up to the middle of the lower arm. |
Samyndur (1 def, 0 armour) Samyndur (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +3 Cun Changes resistances: +3% acid Changes resistances penetration: +10% blight Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Zanederin the rough leather cap (6 def, 3 armour) Zanederin the rough leather cap (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +3 Cun / +3 Dex Stun/Freeze immunity: +5% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour) =+3str= rough leather cap of strength (+3) (0 def, 1 armour) =+3str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
stabilizing iron helm of the depths (0 def, 3 armour) stabilizing iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water Physical save: +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
75 alchemist agate 75 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Moldknight (dig speed 38 turns) =+3str= Moldknight (dig speed 38 turns) =+3str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str Changes resistances: +3% mind Changes damage: +6% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern of focus =+4wil= brass lantern of focus =+4wil=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +5% mind Light radius: +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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
iron torque of mindblast [power 89] (6 cooldown) iron torque of mindblast [power 89] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to fire a blast of psionic energies in a range 7 beam dealing 44.50 to 89.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Ce'Nilratta the elm wand of clairvoyance [power 9] (6 cooldown) Ce'Nilratta the elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes resistances: +1% physical Spell save: +6 (+5 eff.) Maximum vim: +7.00 It can be used to reveal the area around you, dispelling darkness (radius 9, power 44 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Radhurastir [power 11] (9 cooldown) Radhurastir [power 11] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Talent granted: +2 Strike Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 It can be used to reveal the area around you, dispelling darkness (radius 11, power 46 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of trap destruction [power 14] (10 cooldown) quick elm wand of trap destruction [power 14] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (14 bonus disarm power, based on Magic) along a range 2 line, 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Make Urh'Rok great again the Doomelf Shadowblade level 6
79th Pyre 122nd year of Ascendancy at 16:52 see stats
By Make Urh'Rok great again the Doomelf Shadowblade level 10
71st Dusk 122nd year of Ascendancy at 16:59 see stats
By Make Urh'Rok great again the Doomelf Shadowblade level 10
73rd Dusk 122nd year of Ascendancy at 12:05 see stats
By Make Urh'Rok great again the Doomelf Shadowblade level 6
11st Dusk 122nd year of Ascendancy at 06:30 see stats
By Make Urh'Rok great again the Doomelf Shadowblade level 17
35th Regrowth 123rd year of Ascendancy at 18:20 see stats
Log
The fabric of time around Make Urh'Rok great again stabilizes to normal.
The powerful time-altering energies generate a restoration field on Make Urh'Rok great again.
Yanz the quasit hits Make Urh'Rok great again for (125 to time), 0 physical, , (30 to time), 0 fire, (3 to time), 0 cold, (29 to time), 31 physical, 6 lightning, 30 fire, 3 cold (70 total damage).
Make Urh'Rok great again casts Rune: Shielding.
A shield forms around Make Urh'Rok great again.
Make Urh'Rok great again uses Dual Strike.
Yanz the quasit shrugs off the effect 'Stunned'!
Make Urh'Rok great again hits Yanz the quasit for 11 physical, 4 arcane, , 18 physical, 4 arcane, (37 total damage).
Make Urh'Rok great again receives 23 healing from Temporal Restoration Field.
Bleeding from Belpharog the quasit hits Make Urh'Rok great again for (7 absorbed), 0 physical (0 total damage).
Burning from Yanz the quasit hits Make Urh'Rok great again for (17 absorbed), 0 fire (0 total damage).
Make Urh'Rok great again uses Flurry.
Yanz the quasit shrugs off the effect 'Blinded'!
Yanz the quasit uses To The Arms.
Your shield crumbles under the damage!
The shield around Make Urh'Rok great again crumbles.
Make Urh'Rok great again is suffering and fails to concentrate on dealing damage.
Make Urh'Rok great again hits Yanz the quasit for 13 physical, 5 arcane, , 8 physical, 5 arcane, , 14 physical, 5 arcane, , 8 physical, 5 arcane, , 16 physical, 5 arcane, , 7 physical, 5 arcane, (97 total damage).
Yanz the quasit hits Make Urh'Rok great again for (251 absorbed), 2 physical, , 30 fire, 3 cold (35 total damage).
Urokor the quasit squad leader casts Lightning.
Urokor the quasit squad leader hits Make Urh'Rok great again for 221 lightning damage.
Bleeding from Belpharog the quasit hits Make Urh'Rok great again for 15 physical damage.
Make Urh'Rok great again receives 23 healing from Temporal Restoration Field.
Burning from Yanz the quasit hits Make Urh'Rok great again for 21 fire damage.
Make Urh'Rok great again hits Yanz the quasit for 10 physical, 2 arcane, , 5 physical, 2 arcane, (20 total damage).
Muim the wretchling psionically attacks Make Urh'Rok great again with his dwarven-steel dagger!
Saving game...