Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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:
Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. 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: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Ogre |
Class | Brawler |
Level / Exp | 18 / 38% |
Size | big |
Lifes / Deaths | Killed by Horned Horror at level 17 on the 50th Haze 122nd year of Ascendancy at 10:32 / 2Killed by Eliraba the brecklorn at level 18 on the 50th Haze 122nd year of Ascendancy at 17:51 |
Primary Stats
Strength | 30 (base 13) |
Dexterity | 50 (base 42) |
Constitution | 34 (base 10) |
Magic | 13 (base 10) |
Willpower | 13 (base 10) |
Cunning | 48 (base 41) |
Resources
Life | -115/648 |
Mana | 36/217 |
Stamina | 91/158 |
Healing Factor | 1.11 |
Regeneration | 0.2775 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Barehand
Damage | 52 |
Accuracy | 52 |
Crit Chance | 39% |
APR | 20 |
Speed | 0.80 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 27.15 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 53.93 (74.102564102564%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 21 |
Physical Save | 29.7 |
Spell Save | 9.1 |
Mental Save | 23.675 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 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 264 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 526% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.40 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Striking Stance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 16% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Spellblaze Crystal. Escort: injured seer (level 3 of Scintillating Caves) | failed |
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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed electric eel tail. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one 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 green worm. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | [vs. Unlightquick (0 def, 5 armour) (On feet)] Unlightquick (0 def, 5 armour)Unlightquick (0 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 (-) Physical crit. chance: +5.0% (-) Physical power: +5 (+2 eff.) (-) Armour: +5 (-) Fatigue: +5% (-) Effects on melee hit: * 40% chance to gain 10% of a turn Damage (Melee): 0(-40) item temporal energize Damage when hit (Melee): 4(-) darkness Changes stats: +3(-) Wil / +4(-) Con Changes resistances penetration: +7%(-) physical Changes damage: +9%(-) darkness Spellpower: +4 (+4 eff.) (-) Mindpower: +6 (+3 eff.) (-) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
On hands | [vs. storm dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) (On hands)] storm dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)storm dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+4 eff.) (-) Armour: +2 (-) Damage (Melee): 6(-) lightning Changes stats: +2(-) Dex Changes resistances: +6%(-) lightning Changes damage: +5%(-) lightning When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 (-) Armour Penetration: +9 (-) Physical crit. chance: +14.0% (-) Attack speed: 125% (-) When this weapon hits: Lightning Breath (10% chance level 3). Burst (radius 2) on crit: +7(-) lightning Metal gloves protecting the hands up to the middle of the lower arm. |
On head | [vs. Quasit's Skull (0 def, 12 armour) (On head)] Quasit's Skull (0 def, 12 armour)Quasit's Skull (0 def, 12 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (-) Armour Hardiness: +5% (-) Fatigue: +5% (-) Changes stats: +3(-) Con Physical save: +12 (+6 eff.) (-) Stun/Freeze immunity: +30% (-) Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | [vs. yew wand of trap destruction 'Blastwish' [power 60] (15 cooldown) (Tool)] yew wand of trap destruction 'Blastwish' [power 60] (15 cooldown)yew wand of trap destruction 'Blastwish' [power 60] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage (Melee): 0(-15) item lightning daze Damage when hit (Melee): 4(-) lightning Changes resistances penetration: +5%(-) mind Changes damage: +6%(-) lightning Talents granted: +3.00(-) Volcano It can be used to disarm traps (60 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | [vs. Bloodcaller (On fingers, 1 of 2)] BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% (-) Mental save: -7 (-4 eff.) (-) Life leech chance: +15% (-) Life leech: +30% (-) You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
On fingers | [vs. Bloodcaller (On fingers, 1 of 2)] warrior's copper ringwarrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Fatigue: +0% (+5%) Changes stats: +3 Str Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. copper amulet of mastery (0.10 Technique / Unarmed training) (Around neck)] copper amulet of mastery (0.10 Technique / Unarmed training)copper amulet of mastery (0.10 Technique / Unarmed training) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent masteries: +0.10(-) Technique / Unarmed training Amulets can have magical properties. |
Main armor | [vs. impenetrable dwarven-steel mail armour of clarity (3 def, 16 armour) (Main armor)] impenetrable dwarven-steel mail armour of clarity (3 def, 16 armour)impenetrable dwarven-steel mail armour of clarity (3 def, 16 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 (-) Defense: +3 (+3 eff.) (-) Fatigue: +16% (-) Changes resistances: +6%(-) mind Mental save: +13 (+9 eff.) (-) A suit of armour made of mail. |
Light source | [vs. survivor's brass lantern of health (Light source)] survivor's brass lantern of healthsurvivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) (-) Maximum life: +41.00 (-) Light radius: +2 (-) Healing mod.: +11% (-) 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. Boridunazilaran the Blindbolt (1 def, 6 armour) (Cloak)] Boridunazilaran the Blindbolt (1 def, 6 armour)Boridunazilaran the Blindbolt (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Effects on melee hit: * 15% chance to blind Damage (Melee): 0(-15) item light blind Changes resistances: +3%(-) light / +13%(-) cold Changes resistances penetration: +5%(-) mind Light radius: +3 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | [vs. hardened leather belt 'Korurim' (Around waist)] hardened leather belt 'Korurim'hardened leather belt 'Korurim' Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 (-) Physical crit. chance: +9.0% (-) Changes stats: +7(-) Dex / +1(-) Mag / +2(-) Wil / +5(-) Cun Changes resistances penetration: +11%(-) physical Changes damage: +20%(-) physical Maximum life: +47.00 (-) Mental crit. chance: +10% (-) A belt that goes around your waist. |
Inventory
teleportation rune of the warrior (range 58) teleportation rune of the warrior (range 58)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. copper amulet of mastery (0.10 Technique / Unarmed training) (Around neck)] copper amulet of constitution (+3)copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Talent mastery: +0.00(-0.10) Technique / Unarmed training Amulets can have magical properties. |
[vs. Bloodcaller (On fingers, 1 of 2)] titan's copper ring of tenacitytitan's copper ring of tenacity Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +3 Con Physical save: +6 (+3 eff.) Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +22.00 Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] steel ring of light (+20%)steel ring of light (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Changes resistances: +20% light Changes damage: +10% light Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] steel ring of light (+24%)steel ring of light (+24%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Changes resistances: +24% light Changes damage: +12% light Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Xanetira the voratun ring =con1=Xanetira the voratun ring =con1= Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +8 Wil / +7 Cun / +1 Con Changes resistances: +28% nature / +30% cold Changes damage: +14% nature / +15% cold Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Mindpower: +10 (+5 eff.) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level. arcing steel mace (15-21 power, 3 apr)arcing steel mace (15-21 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Blunt and deadly. |
[vs. impenetrable dwarven-steel mail armour of clarity (3 def, 16 armour) (Main armor)] Iron Mail of Bloodletting (2 def, 4 armour) =con2=Iron Mail of Bloodletting (2 def, 4 armour) =con2= Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 (-12) Defense: +2 (+2 eff.) (-1 (-1 eff.)) Fatigue: +12% (-4%) Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% darkness / +10% blight / +10% fire / +0%(-6%) mind Talent mastery: +0.10 Technique / Bloodthirst Mental save: +0 (+0 eff.) (-13 (-9 eff.)) Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
[vs. impenetrable dwarven-steel mail armour of clarity (3 def, 16 armour) (Main armor)] prismatic steel mail armour of fire resistance (2 def, 6 armour)prismatic steel mail armour of fire resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-10) Defense: +2 (+2 eff.) (-1 (-1 eff.)) Fatigue: +14% (-2%) Changes resistances: +0%(-6%) mind / +17% fire / +11% light / +10% darkness Mental save: +0 (+0 eff.) (-13 (-9 eff.)) A suit of armour made of mail. |
[vs. hardened leather belt 'Korurim' (Around waist)] noble's rough leather belt of unlifenoble's rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-9.0%) Changes stats: +0(-7) Dex / +0(-1) Mag / +0(-2) Wil / +0(-5) Cun Changes resistances: +6% blight Changes resistances penetration: +0%(-11%) physical Changes damage: +0%(-20%) physical Reduced damage from: +15% Summoned Maximum life: +0.00 (-47.00) Mental crit. chance: +0% (-10%) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. Boridunazilaran the Blindbolt (1 def, 6 armour) (Cloak)] regal linen cloak of Iron Throne (1 def, 0 armour) =con1=regal linen cloak of Iron Throne (1 def, 0 armour) =con1= Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +1 (+1 eff.) (-) Damage (Melee): 0(-15) item light blind Changes stats: +1 Str / +3 Wil / +1 Con Changes resistances: +0%(-3%) light / +0%(-13%) cold Changes resistances penetration: +0%(-5%) mind Mental save: +5 (+2 eff.) Light radius: +0 (-3) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Unlightquick (0 def, 5 armour) (On feet)] pair of hardened leather boots 'Beteriawen' (0 def, 3 armour) =3con=pair of hardened leather boots 'Beteriawen' (0 def, 3 armour) =3con= Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +0 (-8) Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +3 (-2) Fatigue: +3% (-2%) Damage (Melee): 0(-40) item temporal energize Damage when hit (Melee): 0(-4) darkness Changes stats: +3 Str / +0(-3) Wil / +3(-1) Con Changes resistances: +6% mind / +5% arcane Changes resistances penetration: +5% arcane / +0%(-7%) physical Changes damage: +0%(-9%) darkness Spellpower: +0 (+0 eff.) (-4 (-4 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
[vs. storm dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) (On hands)] sand iron gauntlets of dispersion (0 def, 7 armour) =DISPERSION=sand iron gauntlets of dispersion (0 def, 7 armour) =DISPERSION= Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-11 (-4 eff.)) Armour: +7 (+5) Damage (Melee): 0(-6) lightning / 6 physical / 4 arcane Changes stats: +0(-2) Dex / +4 Mag / +3 Wil Changes resistances: +3% arcane / +0%(-6%) lightning Changes damage: +0%(-5%) lightning / +3% physical When used to modify unarmed attacks: Base power: 10.5 - 14.7(-10.0 - -14.0) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +1 (-6) Armour Penetration: +3 (-6) Physical crit. chance: +2.0% (-12.0%) Attack speed: 125% (-) When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Sand Breath (10% chance level 1). Damage (Melee): +6 arcane Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +0(-7) lightning / +6 physical It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)] clarifying linen wizard hat of lightning (+16%) (1 def, 0 armour)clarifying linen wizard hat of lightning (+16%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-12) Armour Hardiness: +0% (-5%) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +3 Cun / +0(-3) Con Changes resistances: +16% lightning Changes damage: +11% lightning Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +7 (+4 eff.) Stun/Freeze immunity: +0% (-30%) A pointy cloth hat, very wizardly... |
[vs. survivor's brass lantern of health (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum life: +0.00 (-41.00) Light radius: +4 (+2) Healing mod.: +10% (-1%) It can be used to call light (56 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. yew wand of trap destruction 'Blastwish' [power 60] (15 cooldown) (Tool)] woodsman's iron pickaxe (dig speed 38 turns)woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage (Melee): 0(-15) item lightning daze Damage when hit (Melee): 0(-4) lightning Changes stats: +1 Str Changes resistances: +11% nature Changes resistances penetration: +0%(-5%) mind Changes damage: +6% nature / +0%(-6%) lightning Talent granted: +0(+-3) Volcano When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (0/1) Rod of Recall (0/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 77/400. 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. |
[vs. yew wand of trap destruction 'Blastwish' [power 60] (15 cooldown) (Tool)] supercharged steel torque of charged psionic shield [power 59] (26 cooldown)supercharged steel torque of charged psionic shield [power 59] (26 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage (Melee): 0(-15) item lightning daze Damage when hit (Melee): 0(-4) lightning Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-6%) lightning Talent granted: +0(+-3) Volcano It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 59 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. yew wand of trap destruction 'Blastwish' [power 60] (15 cooldown) (Tool)] Halogen the Barkrock [power 63] (20 cooldown)Halogen the Barkrock [power 63] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage (Melee): 0(-15) item lightning daze Damage when hit (Melee): 0(-4) lightning Changes resistances: +6% nature Changes resistances penetration: +0%(-5%) mind Changes damage: +6% nature / +0%(-6%) lightning Talent granted: +0(+-3) Volcano It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
[vs. yew wand of trap destruction 'Blastwish' [power 60] (15 cooldown) (Tool)] overpowered yew wand of clairvoyance [power 14] (10 cooldown)overpowered yew wand of clairvoyance [power 14] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage (Melee): 0(-15) item lightning daze Damage when hit (Melee): 0(-4) lightning Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-6%) lightning Talent granted: +0(+-3) Volcano It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 14), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By WILL FEARSCAPE TO VICTORY the Ogre Brawler level 14
28th Dusk 122nd year of Ascendancy at 23:06 see stats
By WILL FEARSCAPE TO VICTORY the Ogre Brawler level 17
50th Haze 122nd year of Ascendancy at 03:27 see stats
By WILL FEARSCAPE TO VICTORY the Ogre Brawler level 10
1st Summertide 122nd year of Ascendancy at 05:26 see stats
By WILL FEARSCAPE TO VICTORY the Ogre Brawler level 9
7th Mirth 122nd year of Ascendancy at 19:55 see stats
By WILL FEARSCAPE TO VICTORY the Ogre Brawler level 14
73rd Dusk 122nd year of Ascendancy at 11:05 see stats
By WILL FEARSCAPE TO VICTORY the Ogre Brawler level 17
50th Haze 122nd year of Ascendancy at 10:32 see stats
Log
Talent Dig is ready to use.
WILL FEARSCAPE TO VICTORY receives 27 healing.
Something hits WILL FEARSCAPE TO VICTORY for 36 lightning damage.
WILL FEARSCAPE TO VICTORY receives 27 healing.
WILL FEARSCAPE TO VICTORY slows down.
WILL FEARSCAPE TO VICTORY hits Dredge for 60 physical, 6 lightning, , (66 total damage).
Eliraba the brecklorn casts Channel Staff.
WILL FEARSCAPE TO VICTORY speeds up.
Dredge hits WILL FEARSCAPE TO VICTORY for 25 physical damage.
WILL FEARSCAPE TO VICTORY hits Dredge for 4 lightning, 4 darkness (8 total damage).
Eliraba the brecklorn's Channel Staff hits WILL FEARSCAPE TO VICTORY for 36 lightning damage.
WILL FEARSCAPE TO VICTORY has finished recovering.
Dredge uses Stun.
Bandit uses Infusion: Regeneration.
Bandit starts regenerating health quickly.
Eliraba the brecklorn shrieks.
WILL FEARSCAPE TO VICTORY slows down.
WILL FEARSCAPE TO VICTORY is moving less freely.
Space around you starts to dissolve...
Talent Striking Stance is ready to use.
WILL FEARSCAPE TO VICTORY activates Striking Stance.
Eliraba the brecklorn uses Spit Blight.
Saving game...