










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Items Vault 1.5.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 11 / 73% |
| Size | big |
| Lifes / Deaths | Killed by Ivibeth the white worm mass at level 11 on the 9th Dusk 122nd year of Ascendancy at 06:30 / 1 |
Primary Stats
| Strength | 39 (base 22) |
| Dexterity | 21 (base 17) |
| Constitution | 12 (base 12) |
| Magic | 33 (base 31) |
| Willpower | 13 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -3/392 |
| Positive | 56/80 |
| Stamina | 147/148 |
| Healing Factor | 1.0164835164835 |
| Regeneration | 3.4481905840748 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 36 |
| Crit Chance | 4% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13.5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 29.416050405667 (76.629213483146%) |
| Defense | 13 |
| Ranged Defense | 19 |
| Fatigue | 27 |
| Physical Save | 21 |
| Spell Save | 20 |
| Mental Save | 13 |
Defense: Resistances
| Lightning | + 6%( 70%) |
| Light | + 5%( 70%) |
| Darkness | + 18%( 70%) |
| Blight | + 12%( 70%) |
| Physical | + 2%( 70%) |
| Acid | 0%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% 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%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed snow giant kidney. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 |
Equipment
| On feet | pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Unarmed combat: Power 110% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash wand of conjuration [power 163] (10 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 82 to 163 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Yvynne0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Fatigue -4% Resists +2% physical Knockbk- +5% ---------- misc Infravis +1 Rings can have magical properties. |
| On fingers | steel ring of blinding strikes0.1 T2 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 27 light Ranged+ 20 light On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 12% chance to blind Rings can have magical properties. |
| Around neck | copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
| In main hand | Shimmerclash the dwarven-steel longsword (125% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Disrupt Power 125% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Against +5% Unnatural While equipped: Stats +1 Dex +3 Wil dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning ---------- misc Infravis +3 See.Invis +9 Sharp, long, and deadly. |
| Around waist | nightruned rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+0 eff.) ----- def ----- Resists +5% light +6% darkness Mind.save +5 (+5 eff.) A belt that goes around your waist. |
| In off hand | acidic steel shield of resilience (6 def, 2 armour, 100% power, 42.5 block)7.0 T2 shield armor [Ego] Nature When used to Attack: Power 117% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +3.0% Block +42 On Hit: * 10% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 5 acid Melee Ret 12 acid ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Max.HP +53.00 ---------- misc Talents +2 Block Handheld deflection devices. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant iron plate armour of implacability (3 def, 11 armour)17.0 T1 massive armor [Ego++] Nature/Master While equipped: Stats +2 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +11 Defense +3 (+3 eff.) Fatigue +16% Resists +12% blight +12% darkness Phys.save +6 (+3 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
Inventory
manasurge rune (933% regen over 10 turns; 47 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 933% for 10 turns and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 5; power 15; dur 3)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 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%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
cleansing copper amulet of mastery (0.11 Celestial / Radiance)0.1 T1 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +10% blight Poison- +21% Disease- +21% ---------- misc Masteries +0.11 Celestial/Radiance Amulets can have magical properties. |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +20% Amulets can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+6 eff.) Rings can have magical properties. |
Yvuba the dwarven-steel greatmaul (161% power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master Power 162% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +49 insidious poison While equipped: ----- def ----- Resists +6% acid +5% arcane +9% light Massive two-handed mauls. |
Sparkquill the iron longsword (102% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +12% fire Res.pen +5% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +3% lightning +3% fire Sharp, long, and deadly. |
acidic steel longsword of vileness (112% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 blight +7 acid On Hit: * 8% chance to disease On Crit: * splashes the target with acid Sharp, long, and deadly. |
steel longsword (105% power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
Tempestwoe the iron mace (118% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 118% Range: 1.4x Uses 100% Str Dmg Lightning Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Mind.pwr +4 (+4 eff.) Res.pen +10% lightning +15% mind Blunt and deadly. |
steel mace 'Dimparry' (107% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Disrupt Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex dps ---------- Phys.crit +1.0% Melee Ret 4 physical ----- def ----- Resists +8% acid +1% physical +12% darkness +7% fire +8% lightning +9% cold Spell.save +6 (+3 eff.) Blunt and deadly. |
Radhayon the Shocksage (105% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Psionic This psionic mindstar is wrathful to the hated. This honing mindstar will focus other psionic mindstars. Power 106% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +16 lightning While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.crit +9% Mind.pwr +13 (+10 eff.) Dmg.mod +4% physical Res.pen +6% physical On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% physical +3% temporal ---------- misc Hate/m.crit +3.00 Psi/m.crit +4.00 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. |
mage-hunter's cured leather sling of dampening4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Disrupt Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +6 (+6 eff.) On Hit (Ranged): * 6 arcane resource burn ----- def ----- Resists +9% acid +7% fire +9% cold +8% lightning Spell.save +6 (+3 eff.) ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
shimmering ash vilestaff of fate (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Phys.save +5 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+5 eff.) ---------- misc Mana/turn +0.15 Max.mana +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of power (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +18 (+4 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel waraxe of phasing (101% power, 9 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +9 Crit +4.0% Atk.spd 100% Phasing +17% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +28% One-handed war axes. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Carrionquake (2 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid +12% nature Res.pen +20% nature +10% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +2 (+2 eff.) Resists +15% acid Mind.save +6 (+6 eff.) ---------- misc Equi/ret +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Coral Spray (8 def, 8 armour, 100% power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+7 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Xanunn the Shinesweeper (6 def, 2 armour, 100% power, 42 block)7.0 T2 shield armor [Rare] Psionic When used to Attack: Power 120% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +3.0% Block +42 On Hit: * 40% chance to blind While equipped: dps ---------- Spell.crit +1% Res.pen +10% light ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +12% mind ---------- misc Mana/turn +0.08 Mana/s.crit +1.00 Max.vim +30.00 Talents +2 Block Handheld deflection devices. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Weepravager the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str dps ---------- Dmg.mod +12% nature +6% mind ---------- misc Equi/ret +0.08 Max.psi +10.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
ash totem of thorny skin [power 25] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Ivibeth the white worm mass uses Multiply.
--------------------------------
You pickup 0.55 gold pieces.
Iden picks up (a.): manasurge rune (933% regen over 10 turns; 47 instant mana).
Iden picks up (D.): ash totem of thorny skin [power 25] (20 cooldown).
Iden picks up (p.): balanced steel waraxe of phasing (101% power, 9 apr).
The unstable sand tunnel collapses!
--------------------------------
Ivibeth the white worm mass strafes with his steamguns!
Ivibeth the white worm mass's Strafe hits White worm mass for 70 physical, 8 darkness, 6 nature (84 total damage).
Ivibeth the white worm mass's Strafe hits Iden for 43 physical, 6 darkness, 6 nature (56 total damage).
The unstable sand tunnel collapses!
--------------------------------
Iden uses Block.
Ivibeth the white worm mass strafes with his steamguns!
Ivibeth the white worm mass's Strafe hits Iden for (37 blocked), 0 physical, 6 darkness, 6 nature (12 total damage).
Ivibeth the white worm mass's Strafe hits Iden for (42 blocked), 0 physical, 6 darkness, 6 nature (13 total damage).
The unstable sand tunnel collapses!
Talent Shield Pummel is ready to use.
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Iden hits Ivibeth the white worm mass for 100 physical, 4 acid, 25 light (129 total damage).
Ivibeth the white worm mass strafes with his steamguns!
Ivibeth the white worm mass's Strafe hits Iden for 40 physical, 6 darkness, 6 nature (52 total damage).
Ivibeth the white worm mass's Strafe hits Iden for 37 physical, 6 darkness, 6 nature (50 total damage).
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Iden for 46 physical damage.
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Ivibeth the white worm mass strafes with his steamguns!
Saving game...



















































































