Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
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. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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: 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. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 17 / 15% |
Size | medium |
Lifes / Deaths | Killed by Betholle the king cobra at level 17 on the 19th Loss 122nd year of Ascendancy at 00:59 / 1 |
Primary Stats
Strength | 54 (base 40) |
Dexterity | 14 (base 10) |
Constitution | 17 (base 11) |
Magic | 12 (base 10) |
Willpower | 51 (base 42) |
Cunning | 22 (base 10) |
Resources
Life | -2/469 |
Psi | 150/154 |
Equilibrium | 80 |
Healing Factor | 1.1 |
Regeneration | 12.959367328857 |
Speed
Mental | +2.9072344087915% |
Attack | +2.9072344087915% |
Movement | +33.59386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 11 |
See Invisible | 16 |
Offense: Mainhand
Damage | 18 |
Accuracy | 36 |
Crit Chance | 7% |
APR | 18 |
Speed | 0.97 |
Offense: Offhand
Damage | 18 |
Accuracy | 36 |
Crit Chance | 7% |
APR | 18 |
Speed | 0.97 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 41.5 |
Crit Chance | 9% |
Speed | 0.97174897930652 |
Defense: Base
Armour (hardiness) | 33.52933689298 (30%) |
Defense | 21.7 |
Ranged Defense | 21.7 |
Fatigue | 0 |
Physical Save | 32.16327075112 |
Spell Save | 30.76327075112 |
Mental Save | 25.775 |
Defense: Resistances
All | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 30% |
Blind Resistance | 52% |
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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 249 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Wild Growth |
talent | Chant of Fortitude |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 10.53 life per turn. Regeneration |
beneficial effect | The target's skin turns to stone, granting 10 armour, 14 physical save and 14 spell save. Dwarven Resilience |
detrimental effect | Halitosis is writhing in agony, suffering from 27 to 136 damage over 5 turns. Agony |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Heart of the Gloom. Escort: worried loremaster (level 1 of Heart of the Gloom)As a reward you improved talent Mind Sear (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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: * You've found the needed minotaur nose. * You've found the needed black mamba head. * You've found the needed green worm. 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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: * You've found the needed chunk of ghoul flesh. * '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 electric eel tail. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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. The Black Boots (2 def, 1 armour) (On feet)] The Black Boots (2 def, 1 armour)The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Fatigue: +2% (-) Changes stats: +4(-) Cun Stealth bonus: +10 (-) Movement speed: +12% (-) Shadow Power: +5 (-) Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Light source | [vs. Summertide Phial (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 Light radius: +4 (-) Healing mod.: +10% (-) It can be used to call light (108 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | [vs. Hettitar (0 def, 5 armour) (On head)] Hettitar (0 def, 5 armour)Hettitar (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+2 eff.) (-) Armour: +5 (-) Fatigue: +5% (-) Changes stats: +2(-) Str Infravision radius: +1 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | [vs. blighted hardened leather gloves of strength (+3) (0 def, 2 armour) (On hands)] blighted hardened leather gloves of strength (+3) (0 def, 2 armour)blighted hardened leather gloves of strength (+3) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) (-) Armour: +2 (-) Damage (Melee): 10(-) blight Changes stats: +3(-) Str Changes resistances: +7%(-) blight Changes damage: +5%(-) blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | [vs. Armikor [power 69] (20 cooldown) (Tool)] Armikor [power 69] (20 cooldown)Armikor [power 69] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1(-) Cun / +2(-) Wil Changes resistances penetration: +10%(-) mind Talents cooldown: Silence (+5(-) turn) Talents granted: +2.00(-) Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 69 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2(-) Wil Changes resistances: +11%(-) mind Changes resistances penetration: +15%(-) arcane / +5%(-) nature Changes damage: +11%(-) mind Mental save: +4 (+2 eff.) (-) Blindness immunity: +27% (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Infravision radius: +4 (-) See stealth: +6 (-) See invisible: +11 (-) Cannot be unequipped or rerolled until level 18. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)] warrior's steel ring of sensingwarrior's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Changes stats: +5 Str / +0(-2) Wil Changes resistances: +0%(-11%) mind Changes resistances penetration: +0%(-15%) arcane / +0%(-5%) nature Changes damage: +0%(-11%) mind Mental save: +0 (+0 eff.) (-4 (-2 eff.)) Blindness immunity: +25% (-2%) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Infravision radius: +4 (-) See stealth: +5 (-1) See invisible: +5 (-6) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. wanderer's steel amulet of magic (+4) =con3= (Around neck)] wanderer's steel amulet of magic (+4) =con3=wanderer's steel amulet of magic (+4) =con3= Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes stats: +4(-) Dex / +2(-) Mag / +4(-) Cun / +3(-) Con Life regen: +0.30 (-) Stamina each turn: +0.40 (-) Movement speed: +10% (-) Amulets can have magical properties. |
In main hand | [vs. dreamer's vined mindstar of life (5.5-6.05 power, 18 apr, mind damage) (In main hand, 1 of 2)] dreamer's vined mindstar of life (5.5-6.05 power, 18 apr, mind damage)dreamer's vined mindstar of life (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +5%(-) mind Mental save: +2 (+1 eff.) (-) Life regen: +0.70 (-) Maximum life: +13.00 (-) Maximum psi: +13.00 (-) Mindpower: +4 (+1 eff.) (-) Mental crit. chance: +2% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
Around waist | [vs. blurring rough leather belt of carrying (Around waist)] blurring rough leather belt of carryingblurring rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+7 eff.) (-) Fatigue: -5% (-) Stealth bonus: +6 (-) Maximum encumbrance: +20 (-) A belt that goes around your waist. |
In off hand | [vs. dreamer's vined mindstar of life (5.5-6.05 power, 18 apr, mind damage) (In main hand, 1 of 2)] Branilen the vined mindstar (5-5.5 power, 18 apr, nature damage)Branilen the vined mindstar (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-0.5 - -0.6) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-5%) mind Changes damage: +3% acid Critical mult.: +10.00% Mental save: +0 (+0 eff.) (-2 (-1 eff.)) Life regen: +0.00 (-0.70) Equilibrium when hit: +0.70 Maximum life: +0.00 (-13.00) Maximum psi: +0.00 (-13.00) Mindpower: +4 (+1 eff.) (-) Mental crit. chance: +2% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
Cloak | [vs. thick linen cloak of the Shaloren (1 def, 5 armour) (Cloak)] thick linen cloak of the Shaloren (1 def, 5 armour)thick linen cloak of the Shaloren (1 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Wil / +2(-) Mag 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. |
Main armor | [vs. Eel-skin armour (10 def, 1 armour) (Main armor)] Eel-skin armour (10 def, 1 armour)Eel-skin armour (10 def, 1 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +10 (+8 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-) Cun / +2(-) Dex Poison immunity: +30% (-) Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 48.47 to 145.42 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
teleportation rune of the psychic (range 72) teleportation rune of the psychic (range 72)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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 72 with a minimum range of 15. 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 ability. |
[vs. wanderer's steel amulet of magic (+4) =con3= (Around neck)] insulating steel amulet of constitution (+2)insulating steel amulet of constitution (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +0(-4) Dex / +0(-2) Mag / +0(-4) Cun / +2(-1) Con Changes resistances: +11% cold / +16% fire Life regen: +0.00 (-0.30) Stamina each turn: +0.00 (-0.40) Movement speed: +0% (-10%) Amulets can have magical properties. |
[vs. Wheel of Fate (On fingers, 1 of 2)] psionicist's copper ring of tenacitypsionicist's copper ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(+1) Wil Changes resistances: +0%(-11%) mind Changes resistances penetration: +0%(-15%) arcane / +0%(-5%) nature Changes damage: +0%(-11%) mind Mental save: +6 (+3 eff.) (+2 (+1 eff.)) Blindness immunity: +0% (-27%) Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +21% Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum life: +22.00 Infravision radius: +0 (-4) See stealth: +0 (-6) See invisible: +0 (-11) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)] savage's copper ring =con1=savage's copper ring =con1= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-2) Wil / +1 Con Changes resistances: +0%(-11%) mind Changes resistances penetration: +0%(-15%) arcane / +0%(-5%) nature Changes damage: +0%(-11%) mind Spell save: +11 (+5 eff.) Mental save: +0 (+0 eff.) (-4 (-2 eff.)) Blindness immunity: +0% (-27%) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum stamina: +13.00 Infravision radius: +0 (-4) See stealth: +0 (-6) See invisible: +0 (-11) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)] titan's steel ring of sensing =con2=titan's steel ring of sensing =con2= Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-2) Wil / +2 Con Changes resistances: +0%(-11%) mind Changes resistances penetration: +0%(-15%) arcane / +0%(-5%) nature Changes damage: +0%(-11%) mind Physical save: +4 (+2 eff.) Mental save: +0 (+0 eff.) (-4 (-2 eff.)) Blindness immunity: +22% (-5%) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Infravision radius: +3 (-1) See stealth: +7 (+1) See invisible: +7 (-4) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Eel-skin armour (10 def, 1 armour) (Main armor)] spiked iron mail armour of lightning resistance (2 def, 4 armour)spiked iron mail armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (+3) Defense: +2 (+2 eff.) (-8 (-6 eff.)) Fatigue: +12% (+10%) Damage when hit (Melee): 11 physical Changes stats: +0(-3) Cun / +0(-2) Dex Changes resistances: +16% lightning Poison immunity: +0% (-30%) A suit of armour made of mail. |
[vs. blurring rough leather belt of carrying (Around waist)] rough leather belt of unliferough leather belt of unlife Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-9 (-7 eff.)) Fatigue: +0% (+5%) Changes resistances: +6% blight Stealth bonus: +0 (-6) Maximum encumbrance: +0 (-20) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. Hettitar (0 def, 5 armour) (On head)] grounding linen wizard hat of lightning (+23%) (1 def, 0 armour)grounding linen wizard hat of lightning (+23%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-2 (-2 eff.)) Armour: +0 (-5) Defense: +1 (+0 eff.) Fatigue: +0% (-5%) Changes stats: +0(-2) Str Changes resistances: +23% lightning / +6% temporal Changes damage: +11% lightning Infravision radius: +0 (-1) A pointy cloth hat, very wizardly... |
[vs. Hettitar (0 def, 5 armour) (On head)] iron helm of constitution (+3) (0 def, 3 armour)iron helm of constitution (+3) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-2 (-2 eff.)) Armour: +3 (-2) Fatigue: +5% (-) Changes stats: +0(-2) Str / +3 Con Infravision radius: +0 (-1) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Summertide Phial (Light source)] Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-1) Healing mod.: +0% (-10%) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.64 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.64 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
[vs. Armikor [power 69] (20 cooldown) (Tool)] iron pickaxe (dig speed 36 turns)iron pickaxe (dig speed 36 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-1) Cun / +0(-2) Wil Changes resistances penetration: +0%(-10%) mind Talent cooldown: Silence ((+0(-5) turn) Talent granted: +0(+-2) Silence When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Armikor [power 69] (20 cooldown) (Tool)] woodsman's iron pickaxe (dig speed 39 turns)woodsman's iron pickaxe (dig speed 39 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-1) Cun / +0(-2) Wil Changes resistances: +10% nature Changes resistances penetration: +0%(-10%) mind Changes damage: +6% nature Talent cooldown: Silence ((+0(-5) turn) Talent granted: +0(+-2) Silence When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Armikor [power 69] (20 cooldown) (Tool)] Imp ClawImp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +0(-1) Cun / +0(-2) Wil Changes resistances penetration: +0%(-10%) mind Talent cooldown: Silence ((+0(-5) turn) Talent granted: +0(+-2) Silence Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 67.57 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
[vs. Armikor [power 69] (20 cooldown) (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +0(-2) Wil / +0(-1) Cun / +5 Lck Changes resistances penetration: +0%(-10%) mind Talent cooldown: Silence ((+0(-5) turn) Talent granted: +0(+-2) Silence 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 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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Armikor [power 69] (20 cooldown) (Tool)] quick iron torque of clear mind [power 1] (7 cooldown)quick iron torque of clear mind [power 1] (7 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +0(-1) Cun / +0(-2) Wil Changes resistances penetration: +0%(-10%) mind Talent cooldown: Silence ((+0(-5) turn) Talent granted: +0(+-2) Silence It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Armikor [power 69] (20 cooldown) (Tool)] supercharged elm wand of trap destruction [power 24] (19 cooldown)supercharged elm wand of trap destruction [power 24] (19 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +0(-1) Cun / +0(-2) Wil Changes resistances penetration: +0%(-10%) mind Talent cooldown: Silence ((+0(-5) turn) Talent granted: +0(+-2) Silence It can be used to disarm traps (24 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Halitosis the Dwarf Wyrmic level 13
32nd Profit 122nd year of Ascendancy at 07:02 see stats
By Halitosis the Dwarf Wyrmic level 16
40th Dearth 122nd year of Ascendancy at 23:38 see stats
By Halitosis the Dwarf Wyrmic level 10
4th Profit 122nd year of Ascendancy at 04:38 see stats
By Halitosis the Dwarf Wyrmic level 13
41st Profit 122nd year of Ascendancy at 04:53 see stats
By Halitosis the Dwarf Wyrmic level 4
18th Voratun 122nd year of Ascendancy at 23:28 see stats
By Halitosis the Dwarf Wyrmic level 10
4th Profit 122nd year of Ascendancy at 22:07 see stats
By Halitosis the Dwarf Wyrmic level 16
38th Dearth 122nd year of Ascendancy at 18:30 see stats
By Halitosis the Dwarf Wyrmic level 11
10th Profit 122nd year of Ascendancy at 06:14 see stats
By Halitosis the Dwarf Wyrmic level 15
29th Wealth 122nd year of Ascendancy at 22:19 see stats
Log
Halitosis hits Rattlesnake for 29 mind damage.
Halitosis hits Xerukira the large white snake for 12 mind damage.
Halitosis resists the mind attack!
Halitosis is not dazed anymore.
Something hits Halitosis for 9 mind damage.
Betholle the king cobra stops burning.
Crippling Poison from Halitosis hits Betholle the king cobra for (3 deflected), 44 nature (44 total damage).
Halitosis breathes lightning!
Xerukira the large white snake is dazed!
Halitosis hits Betholle the king cobra for (3 deflected), 95 lightning (95 total damage).
Halitosis hits Rattlesnake for 112 lightning damage.
Halitosis hits Xerukira the large white snake for 112 lightning damage.
Betholle the king cobra uses Reproach.
Halitosis is no longer pinned.
Talent Mind Sear is ready to use.
Agony from Betholle the king cobra hits Halitosis for 37 mind damage.
Halitosis uses Sudden Growth.
Halitosis receives 79 healing from Sudden Growth.
Crippling Poison from Halitosis hits Betholle the king cobra for 47 nature damage.
Betholle the king cobra's creeping dark hits Something for 24 darkness damage.
Rattlesnake hits Halitosis for 15 physical damage.
Halitosis hits Rattlesnake for 2 light damage.
Betholle the king cobra uses Willful Strike.
Betholle the king cobra's mind surges with critical power!
Halitosis was smashed!
Betholle the king cobra hits Halitosis for 249 physical, 35 physical (283 total damage).
Halitosis resists the mind attack!
Saving game...