Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: 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. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. 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! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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:
Steamtech UI 1.1.4 Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black 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. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Homosuperior |
Class | Berserker |
Level / Exp | 47 / 22% |
Size | medium |
Lifes / Deaths | Killed by Poruwyn the ink squid at level 47 on the 9th Flare 122nd year of Ascendancy at 22:30 / 1 |
Primary Stats
Strength | 68 (base 60) |
Dexterity | 69 (base 60) |
Constitution | 65 (base 60) |
Magic | 18 (base 10) |
Willpower | 26 (base 10) |
Cunning | 65 (base 54) |
Resources
Life | 0/2401 |
Stamina | 248/248 |
Equilibrium | 20 |
Healing Factor | 0.8152 |
Regeneration | 41.367383298354 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +181.00988493157% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
Offense: Mainhand
Damage | 158 |
Accuracy | 74 |
Crit Chance | 92% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 33.1 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
All | +5% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 49.683333333333 |
Spell Save | 51.133333333333 |
Mental Save | 46.45 |
Defense: Resistances
All | + 27%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 5% |
Poison Resistance | 35% |
Confusion 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 175 damage for 25 turns. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Field control | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Precise Strikes |
talent | Elemental Harmony |
detrimental effect | Reduces global action speed by 20%. Slow |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 851 HP on the iceblock remaining. Frozen |
detrimental effect | Huge cut that bleeds, doing 23.24 physical damage per turn and decreasing all heals received by 46%. Deep Wound |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | Increases global speed by 61%. Elemental Harmony |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)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 have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * '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 giant spider spinneret. | active |
Equipment
Quiver | quiver of elven-wood arrows 'Cobraswift' (17/17, 52.5-73.5 power, 23 apr) quiver of elven-wood arrows 'Cobraswift' (17/17, 52.5-73.5 power, 23 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 52.5 - 73.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Physical crit. chance: +11.5% Capacity: 17 On weapon hit: * Slows global speed by 40% * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +32 physical / +33 temporal / +31 bleed Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +8 nature Arrows are used with bows to pierce your foes to death. Press to compare |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (78 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
On head | grounding linen wizard hat (1 def, 0 armour) grounding linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +5% lightning / +5% temporal A pointy cloth hat, very wizardly... Press to compare |
Tool | miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | savior's copper ring of corrosion (+20%) savior's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Physical save: +6 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. Press to compare |
On fingers | savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. Press to compare |
Around waist | rough leather belt of recklessness rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Critical mult.: +6.00% A belt that goes around your waist. Press to compare |
In main hand | Flashbait (60.5-90.75 power, 3 apr) Flashbait (60.5-90.75 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 60.5 - 90.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +8.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +59 insidious poison / +8 fire / +24 darkness Burst (radius 1) on hit: +8 fire Damage against: +23% Living When wielded/worn: Armour penetration: +19 Physical crit. chance: +17.0% Physical power: +19 (+4 eff.) Changes resistances: +3% fire / +9% light / +12% all Changes resistances penetration: +16% physical / +19% nature / +15% light Changes damage: +13% physical / +9% fire Massive two-handed mauls. Press to compare |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. Press to compare |
Main armor | Arirab the silk robe (28 def, 0 armour) Arirab the silk robe (28 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +28 (+18 eff.) Changes stats: +2 Dex / +7 Wil / +1 Cun Changes resistances: +18% acid / +5% arcane Changes damage: +12% acid / +5% all Mental save: +30 (+10 eff.) Spellpower: +12 (+6 eff.) Healing mod.: +18% Chance to avoid any damage: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Cloak | thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Around neck | Malytoroddandil the copper amulet Malytoroddandil the copper amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +3 Mag Changes resistances: +3% cold Changes damage: +6% physical Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Physical save: +25 (+8 eff.) Poison immunity: +15% Stun/Freeze immunity: +5% Combat speed: +10% Amulets can have magical properties. Press to compare |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
Worn Glyph Worn GlyphInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% blight / +10% nature / +10% arcane Spell save: +5 (+2 eff.) Aged by time and nature, it isn't clear what is enscribed on this pendant. Some of its power still lingers though. Press to compare |
cleansing copper amulet of mastery (0.11 Technique / Conditioning) cleansing copper amulet of mastery (0.11 Technique / Conditioning)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +11% blight Talent mastery: +0.11 Technique / Conditioning Poison immunity: +21% Disease immunity: +22% Amulets can have magical properties. Press to compare |
psionicist's copper ring of darkness (+20%) psionicist's copper ring of darkness (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% darkness Changes damage: +10% darkness Mental save: +4 (+1 eff.) Rings can have magical properties. Press to compare |
Cloudonslaught the stralite battleaxe (46.5-69.75 power, 3 apr) Cloudonslaught the stralite battleaxe (46.5-69.75 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.5 - 69.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20% chance to daze * 28% chance to disease * 40% chance to gain 10% of a turn On weapon crit: * splashes the target with acid Damage (Melee): +21 acid / +27 blight / +34 cold / +13 mind When wielded/worn: Armour penetration: +19 Physical crit. chance: +16.0% Damage when hit (Melee): 4 lightning Changes stats: +3 Cun Grants telepathy: Dragon Critical mult.: +24.00% Light radius: +2 See invisible: +9 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. Press to compare |
heavy elm greatclub of erosion (20-30 power, 1 apr) heavy elm greatclub of erosion (20-30 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 6.00 Encumbrance. Type: weapon / greatclub ; tier 1 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 nature / +8 temporal * Grants [Heavy Strike] Talent Massive two-handed clubs. Press to compare |
Deliregosta (19-28.5 power, 1 apr) Deliregosta (19-28.5 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 6.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning When wielded/worn: Changes stats: +1 Str / +1 Cun / +2 Con Grants telepathy: Dragon Light radius: +1 * Grants [Heavy Strike] Talent Massive two-handed mauls. Press to compare |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 25% lightning / 25% cold / 25% arcane / 25% fire When wielded/worn: Changes stats: +4 Dex / +4 Cun / +4 Mag Changes resistances penetration: +4% all Changes damage: +4% all Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Small geode: Unique It can be used to imbue the hammer with a gem of your choice, costing 9 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. Press to compare |
Uryrek the dwarven-steel greatmaul (44-66 power, 2 apr) Uryrek the dwarven-steel greatmaul (44-66 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; 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% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +12 Physical crit. chance: +14.0% Physical power: +2 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +4 Dex Changes resistances penetration: +14% acid / +17% fire / +19% cold / +14% lightning Changes damage: +6% temporal Critical mult.: +19.00% Only die when reaching: -40.00 life Healing mod.: +5% * Grants [Sweeping Blows] Talent Massive two-handed mauls. Press to compare |
iron greatsword (18-28.8 power, 1 apr) iron greatsword (18-28.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. Press to compare |
Dayveil (50/50, 51-71.4 power, 21 apr) Dayveil (50/50, 51-71.4 power, 21 apr)Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 51.0 - 71.4 Uses stats: 50% Str, 70% Dex Damage type: Light Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.5% Capacity: 50 Turns elapse between self-loadings: -3 On weapon hit: * 20% chance to blind * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * splashes the target with acid Damage (Ranged): +13 acid / +11 temporal / +8 light / +13 physical Burst (radius 1) on hit: +12 light / +4 arcane Burst (radius 2) on crit: +8 arcane Arrows are used with bows to pierce your foes to death. Press to compare |
plaguebringer's quiver of elven-wood arrows of torment (19/19, 43.5-60.9 power, 14 apr) plaguebringer's quiver of elven-wood arrows of torment (19/19, 43.5-60.9 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.5 - 60.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 19 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 10% chance to disease * 20% chance to torment the target Damage (Ranged): +9 blight / +7 mind / +8 darkness Arrows are used with bows to pierce your foes to death. Press to compare |
This item will automatically be transmogrified when you leave the level. tempestuous cured leather armour of natural resilience (11 def, 4 armour)tempestuous cured leather armour of natural resilience (11 def, 4 armour) Requires: - Strength 14 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +11 (+1 eff.) Ranged Defense: +9 (+0 eff.) Fatigue: +7% Damage (Melee): 7 lightning Damage (Ranged): 7 lightning Changes resistances: +14% blight / +17% cold / +12% nature / +17% lightning Reduced damage from: +8% Unnatural A suit of armour made of leather. Press to compare |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. Press to compare |
Todir the iron plate armour (3 def, 7 armour) Todir the iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Changes stats: +2 Dex / +1 Mag / +10 Wil / +8 Cun / +1 Con Changes resistances: +17% acid Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Mental save: +23 (+8 eff.) Light radius: +2 A suit of armour made of metal plates. Press to compare |
spiked iron plate armour of cold resistance (3 def, 7 armour) spiked iron plate armour of cold resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 10 physical Changes resistances: +15% cold A suit of armour made of metal plates. Press to compare |
spiked iron plate armour of lightning resistance (3 def, 7 armour) spiked iron plate armour of lightning resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical Changes resistances: +15% lightning A suit of armour made of metal plates. Press to compare |
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 (+0 eff.) Changes stats: +1 Wil / +1 Mag A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
3 nuummite 3 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
5 agate 5 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
5 verdite 5 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 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% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 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 Gems can be sold for money or used in arcane rituals. |
2 carnelian 2 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
210 alchemist agate 210 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. Press to compare |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. Press to compare |
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. |
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. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Katie the Homosuperior Berserker level 10
76th Pyre 122nd year of Ascendancy at 07:40 see stats
By Katie the Homosuperior Berserker level 20
4th Flare 122nd year of Ascendancy at 12:04 see stats
By Katie the Homosuperior Berserker level 30
7th Flare 122nd year of Ascendancy at 01:29 see stats
By Katie the Homosuperior Berserker level 40
7th Flare 122nd year of Ascendancy at 14:19 see stats
By Katie the Homosuperior Berserker level 31
7th Flare 122nd year of Ascendancy at 01:35 see stats
By Katie the Homosuperior Berserker level 46
9th Flare 122nd year of Ascendancy at 16:15 see stats
Log
Poruwyn the ink squid hits Katie for 97 fire damage.
Katie performs a melee critical strike against Poruwyn the ink squid!
Poruwyn the ink squid shrugs off the effect 'Stunned'!
Katie hits Poruwyn the ink squid for (65 turned into osmosis), 118 physical, (2 turned into osmosis), 2 nature, (2 turned into osmosis), 2 fire, (5 turned into osmosis), 5 darkness, , (2 turned into osmosis), 2 fire (128 total damage).
Poruwyn the ink squid hits Katie for 4 light damage.
Katie is not stunned anymore.
Katie has recovered!
Talent Heave is ready to use.
Talent Dig is ready to use.
Talent Fearless Cleave is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rush is ready to use.
Poruwyn the ink squid hits Katie for 18 physical damage.
Lava floor burns Poruwyn the ink squid!
Poruwyn the ink squid breathes ice!
Katie slows down.
Katie is encased in ice!
Lava floor burns Katie!
Osmosis Shield hits Poruwyn the ink squid for (65 turned into osmosis) damage.
Poruwyn the ink squid hits Poruwyn the ink squid for 81 fire damage.
Poruwyn the ink squid hits Katie for 237 cold, (39 to ice), 58 fire (296 total damage).
Katie uses Infusion: Regeneration.
Katie starts regenerating health quickly.
Poruwyn the ink squid seems more focused.
Insidious Poison from Katie hits Iceblock for 10 nature damage.
Poruwyn the ink squid receives 181 healing.
Talent Shattering Blow is ready to use.
Poruwyn the ink squid deactivates Fearscape.
Saving game...