











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 1.6.0Official 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:
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Improved Auto-explore and Rest 1.5.5Quality 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. Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Alchemist |
| Level / Exp | 11 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by golem (servant of Kenneth) at level 11 on the 2nd Dusk 122nd year of Ascendancy at 09:50 / 2Killed by The Possessed at level 11 on the 4th Dusk 122nd year of Ascendancy at 15:58 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 25 (base 25) |
| Magic | 38 (base 36) |
| Willpower | 11 (base 11) |
| Cunning | 10 (base 10) |
Resources
| Life | -3/295 |
| Mana | 82/145 |
| Healing Factor | 1.1153846153846 |
| Regeneration | 22.586538461538 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | 0% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 4 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 2% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 1% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Arcane | +14% |
| Cold | +7% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 7 |
| Physical Save | 20 |
| Spell Save | 17 |
| Mental Save | 7 |
Defense: Resistances
| Lightning | + 25%( 70%) |
| Acid | + 24%( 70%) |
| Light | + 26%( 70%) |
| Darkness | + 23%( 70%) |
| Cold | + 38%( 70%) |
| Physical | + 16%( 70%) |
| Fire | + 24%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Explosive admixtures | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Golemancy | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Frost Infusion |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you learnt talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Prox the Troll. * You must explore the ruins of Kor'Pul 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 avoidance. 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.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed giant spider spinneret. | 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 | [vs. pair of rough leather boots (0 def, 1 armour) (On feet)]pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) A pair of boots made of leather. |
| Quiver | [vs. 68 alchemist agate (Quiver)]68 alchemist agate 0.00 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. |
| On hands | [vs. rough leather gloves of magic (+2) (0 def, 1 armour) (On hands)]rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +2(-) Mag Changes damage: +4%(-) arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | [vs. rough leather cap 'Korychik' (6 def, 1 armour) (On head)]rough leather cap 'Korychik' (6 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +6 (+6 eff.) (-) Fatigue: +1% (-) Changes resistances: +6%(-) acid / +2%(-) physical / +3%(-) light / +6%(-) fire / +7%(-) lightning / +6%(-) cold Physical save: +3 (+2 eff.) (-) A cap made of leather. |
| Tool | [vs. powerful elm totem of healing [power 66] (4/15 cooldown) (Tool)]powerful elm totem of healing [power 66] (4/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heals yourself and all friendly characters within 10 spaces for 66 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| Around waist | [vs. rough leather belt of transcendence (Around waist)]rough leather belt of transcendence Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 (+4 eff.) (-) Mindpower: +3 (+3 eff.) (-) A belt that goes around your waist. |
| Main armor | [vs. prismatic rough leather armour of cold resistance (3 def, 2 armour) (Main armor, 1 of 2)]prismatic rough leather armour of cold resistance (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+3 eff.) (-) Fatigue: +6% (-) Changes resistances: +16%(-) cold / +11%(-) light / +10%(-) darkness A suit of armour made of leather. Tap to cycle through comparison choices |
| In main hand | [vs. elm magestaff of warding (10-12 power, 2 apr, arcane element) (In main hand, 1 of 2)]elm magestaff of warding (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Armour: +4 (-) Defense: +4 (+4 eff.) (-) Maximum wards: +2(-) arcane Changes damage: +10%(-) arcane Talents granted: +1.00(-) Command Staff +2.00(-) Ward Spellpower: +3 (+1 eff.) (-) Spell crit. chance: +1% (-) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| Light source | [vs. brass lantern (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 (-) 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. |
| Cloak | [vs. resilient linen cloak (1 def, 0 armour) (Cloak)]resilient linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Maximum life: +31.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. copper amulet of strength (+3) (Around neck)]copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Str Amulets can have magical properties. |
Inventory
healing infusion of the sneak (heal 62; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 62 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
[vs. Infusion: Regeneration (on body)]regeneration infusion of the duelist (heal 94; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17(+5) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 94(-6) life over 5(-) turns. Its effects scale with your +Dexterity 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 nature talent. |
[vs. Infusion: Regeneration (on body)]regeneration infusion of the titan (heal 151; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16(+4) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 151(+51) life over 5(-) turns. Its effects scale with your +Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Wild (on body)]wild infusion of the psychic (res 18%; mental; dur 2; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18(+2) 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 and -physical effect and reduce all damage taken by 18%(+4%) for 2(-2) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Willpower 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 nature talent. |
[vs. Infusion: Wild (on body)]wild infusion of the warrior (res 19%; magical; dur 4; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17(+1) 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 and -physical effect and reduce all damage taken by 19%(+5%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Strength 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 nature talent. |
[vs. Rune: Shielding (on body of golem (servant of Kenneth))]shielding rune of the psychic (absorb 83; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18(+3) 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 80(-20) damage for 4(-1) turns. Its effects scale with your +Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 31; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. copper amulet of strength (+3) (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-3) Str Mindpower: +5 (+5 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. copper amulet of strength (+3) (Around neck)]This item will automatically be transmogrified when you leave the level. stabilizing copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-3) Str Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +21% Amulets can have magical properties. |
[vs. elm magestaff of warding (10-12 power, 2 apr, arcane element) (In main hand, 1 of 2)]elm vilestaff (10-12 power, 2 apr, darkness element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-4 (-4 eff.)) Maximum wards: +0(-2) arcane Changes damage: +10% darkness / +0%(-10%) arcane Talents granted: +1.00(-) Command Staff +0(+-2) Ward Spellpower: +3 (+1 eff.) (-) Spell crit. chance: +1% (-) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. elm magestaff of warding (10-12 power, 2 apr, arcane element) (In main hand, 1 of 2)]River's Fury (23-32.2 power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2(+13.0 - +20.2) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 (+6) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+10 eff.) Armour: +0 (-4) Defense: +0 (+0 eff.) (-4 (-4 eff.)) Changes resistances: +10% cold Maximum wards: +0(-2) arcane Changes damage: +0%(-10%) arcane / +10% cold Talents granted: +0(+-1) Command Staff +0(+-2) Ward Spellpower: +10 (+5 eff.) (+7 (+4 eff.)) Spell crit. chance: +0% (-1%) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.67 cold damage and 7.15 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. Tap to cycle through comparison choices |
[vs. elm magestaff of warding (10-12 power, 2 apr, arcane element) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. iron waraxe (10.5-14.7 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7(+0.5 - +2.7) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-4 (-4 eff.)) Maximum wards: +0(-2) arcane Changes damage: +0%(-10%) arcane Talents granted: +0(+-1) Command Staff +0(+-2) Ward Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) One-handed war axes. Tap to cycle through comparison choices |
[vs. elm magestaff of warding (10-12 power, 2 apr, arcane element) (In main hand, 1 of 3)]Stormlash (17-18.7 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7(+7.0 - +6.7) Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 (+5) Crit. chance: +5.0% (+2.5%) Attack speed: 125% (+25%) On weapon crit: + Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+7 eff.) Armour: +0 (-4) Defense: +0 (+0 eff.) (-4 (-4 eff.)) Maximum wards: +0(-2) arcane Changes damage: +10% lightning / +0%(-10%) arcane Talents granted: +0(+-1) Command Staff +0(+-2) Ward Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 11.99 to 35.98 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. Tap to cycle through comparison choices |
[vs. resilient linen cloak (1 def, 0 armour) (Cloak)]enveloping linen cloak of Eldoral (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) (+5 (+5 eff.)) Changes stats: +1 Cun / +1 Dex Physical save: +6 (+3 eff.) Maximum life: +0.00 (-31.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. prismatic rough leather armour of cold resistance (3 def, 2 armour) (Main armor, 1 of 2)]linen robe of fire (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +0% (-6%) Changes resistances: +0%(-10%) darkness / +0%(-16%) cold / +0%(-11%) light / +15% fire Changes damage: +10% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
[vs. rough leather cap 'Korychik' (6 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. Aerulrama the linen wizard hat (1 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 (+5) Defense: +1 (+1 eff.) (-5 (-5 eff.)) Fatigue: +0% (-1%) Changes stats: +4 Str / +1 Dex Changes resistances: +16%(+9%) lightning / +0%(-2%) physical / +0%(-3%) light / +0%(-6%) fire / +0%(-6%) cold / +0%(-6%) acid Changes damage: +11% lightning Physical save: +0 (+0 eff.) (-3 (-2 eff.)) Stamina each turn: +3.00 See invisible: +9 A pointy cloth hat, very wizardly... |
[vs. rough leather cap 'Korychik' (6 def, 1 armour) (On head)]linen wizard hat of frost (+16%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+1 eff.) (-5 (-5 eff.)) Fatigue: +0% (-1%) Changes resistances: +0%(-6%) acid / +0%(-2%) physical / +0%(-3%) light / +16%(+10%) cold / +0%(-7%) lightning / +0%(-6%) fire Changes damage: +11% cold Physical save: +0 (+0 eff.) (-3 (-2 eff.)) A pointy cloth hat, very wizardly... |
[vs. rough leather cap 'Korychik' (6 def, 1 armour) (On head)]stabilizing rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-6 (-6 eff.)) Fatigue: +1% (-) Changes resistances: +0%(-6%) acid / +0%(-2%) physical / +0%(-3%) light / +0%(-6%) fire / +0%(-7%) lightning / +0%(-6%) cold Physical save: +12 (+7 eff.) (+9 (+5 eff.)) A cap made of leather. |
8 agate0.00 Encumbrance. Type: gem / black ; 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
[vs. powerful elm totem of healing [power 66] (4/15 cooldown) (Tool)]Rimedredge (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +1 Str Changes resistances: +3% acid / +12% cold Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. powerful elm totem of healing [power 66] (4/15 cooldown) (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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 Activation costs 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 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) Activation costs 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. |
[vs. powerful elm totem of healing [power 66] (4/15 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. elm totem of summon tentacle [power 105] (4/25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 226 Base Damage: 105 Armor: 2 All Resist: 4 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
4 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Kenneth the Cornac Alchemist level 10
9th Mirth 122nd year of Ascendancy at 01:16 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Kenneth the Cornac Alchemist level 10
9th Mirth 122nd year of Ascendancy at 01:17 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Kenneth the Cornac Alchemist level 11
2nd Dusk 122nd year of Ascendancy at 09:50 see stats
Log
The Possessed killed Golem (servant of Kenneth)!
Kenneth casts Throw Bomb.
The Possessed is encased in ice!
Kenneth hits The Possessed for 30 cold damage.
Kenneth is not crippled anymore.
Talent Ward is ready to use.
Kenneth hits The Possessed for (4 to ice), 6 physical (6 total damage).
The Possessed is free from the ice.
The Possessed hits Kenneth for 29 physical, 19 physical (49 total damage).
Talent Throw Bomb is ready to use.
Kenneth misses The Possessed.
The Possessed performs a melee critical strike against Kenneth!
Kenneth is crippled.
The Possessed performs a melee critical strike against Kenneth!
The Possessed hits Kenneth for 57 physical, 30 physical (88 total damage).
Kenneth uses Infusion: Wild.
Kenneth is not crippled anymore.
Kenneth is cured!
Kenneth lessens the pain.
Kenneth uses Infusion: Regeneration.
Kenneth starts regenerating health quickly.
The Possessed performs a melee critical strike against Kenneth!
Kenneth is crippled.
The Possessed performs a melee critical strike against Kenneth!
Saving game...

































































