Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
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. Items Vault 1.2.0Donators/Buyers bonus! Interface::boost 1.2.5This addon fixes several UI issues. 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. 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:
Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Marson's UI Modifications 1.2.5v3.7.0 *** 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 v2.3 1.2.4Plenum 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 1.2.0Combines 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: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 20 / 4% |
Size | medium |
Lifes / Deaths | Killed by war hound at level 20 on the 80th Haze 122nd year of Ascendancy at 22:52 / 1 |
Primary Stats
Strength | 24 (base 12) |
Dexterity | 64 (base 48) |
Constitution | 17 (base 10) |
Magic | 21 (base 15) |
Willpower | 21 (base 10) |
Cunning | 38 (base 25) |
Resources
Life | -79/394 |
Mana | 199/269 |
Stamina | 84/124 |
Healing Factor | 1.52 |
Regeneration | 18.696 |
Speed
Mental | +3.01653630957% |
Attack | 0% |
Movement | 0% |
Spell | +3.01653630957% |
Global | +76.923076923077% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 9 |
See Invisible | 6 |
Offense: Mainhand
Damage | 73 |
Accuracy | 54 |
Crit Chance | 45% |
APR | 29 |
Speed | 0.87 |
Offense: Offhand
Damage | 47 |
Accuracy | 54 |
Crit Chance | 39% |
APR | 19 |
Speed | 0.97 |
Offense: Spell
Spellpower | 26.652595224588 |
Crit Chance | 18% |
Speed | 0.97071794085073 |
Offense: Mind
Mindpower | 24.95 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 22 (50%) |
Defense | 40.414331854616 |
Ranged Defense | 40.414331854616 |
Fatigue | 17 |
Physical Save | 35.1125 |
Spell Save | 23.7875 |
Mental Save | 26.7625 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Knockback Resistance | 45% |
Disarm Resistance | 50% |
Pinning Resistance | 40% |
Blind Resistance | 14% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 409% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 8 turns. While Heroism is active, you will only die when reaching -369 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 18% for 5 turns. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
talent | Precision |
talent | Shadow Feed |
beneficial effect | The target is recovering 14 life each turn. Recovery |
detrimental effect | Reduces global action speed by 30%. Slow |
detrimental effect | The target is poisoned, taking 57.02 nature damage per turn. Poison |
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 Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. 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.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed red crystal shard. 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 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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed orc heart. 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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bear paw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 | Olerim the Woereign (0 def, 1 armour) Olerim the Woereign (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armor Damage when hit (Melee): 4 darkness Changes stats: +5 Lck / +4 Dex Stealth bonus: +5 A pair of boots made of leather. Press to compare |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. Press to compare |
On hands | Lustrebloom the dwarven-steel gauntlets (0 def, 2 armour) Lustrebloom the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 Armour: +2 Effects on melee hit: * 15% chance to blind Changes stats: +3 Str Changes damage: +9% arcane / +6% light Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Tool | Hurufang the yew wand of conjuration [power 217] (9 cooldown) Hurufang the yew wand of conjuration [power 217] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +2 lightning / +2 temporal / +1 blight / +2 fire / +2 cold Changes resistances penetration: +5% blight Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Void Blast +1 Ward Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Spellpower: +4 It can be used to fire a bolt of a random element (dam 108-217), placing all other charms into a 9 cooldown. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Press to compare |
On fingers | marksman's steel ring of corrosion (+22%) marksman's steel ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. Press to compare |
Around neck | steel amulet 'Adawyn' steel amulet 'Adawyn'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +15% temporal / +2% physical Blindness immunity: +14% Pinning immunity: +40% Knockback immunity: +45% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. Press to compare |
In main hand | Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Press to compare |
Around waist | hardened leather belt of recklessness hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 Critical mult.: +5.00% A belt that goes around your waist. Press to compare |
In off hand | Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 78.88 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Press to compare |
Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) =con2= thick linen cloak of Iron Throne (1 def, 6 armour) =con2=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +2 Str / +2 Con Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | Arthoromirion (4 def, 7 armour) Arthoromirion (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Changes resistances: +23% fire / +3% cold / +5% arcane / +3% temporal Life regen: +11.90 Maximum life: +65.00 Healing mod.: +32% A suit of armour made of leather. Press to compare |
Inventory
steel amulet 'Polildamira' =con4= steel amulet 'Polildamira' =con4=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +3% nature Blindness immunity: +10% Stun/Freeze immunity: +5% Amulets can have magical properties. Press to compare |
wizard's copper ring of arcana(+0.12/turn) =mag3= wizard's copper ring of arcana(+0.12/turn) =mag3=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Silence immunity: +20% Mana each turn: +0.12 Rings can have magical properties. Press to compare |
Duvogodil =mag1= Duvogodil =mag1=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +2 Physical crit. chance: +1.0% Changes stats: +4 Wil / +2 Mag Changes damage: +6% arcane Physical save: +9 Mental save: +8 Rings can have magical properties. Press to compare |
Ivuma the steel ring =str2= Ivuma the steel ring =str2=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +3 Wil Grants telepathy: Demon/Minor Demon/Major Mental save: +6 Rings can have magical properties. Press to compare |
steel ring 'Fireblood' =con3= steel ring 'Fireblood' =con3=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +3 Con Changes resistances penetration: +10% temporal Physical save: +6 Rings can have magical properties. Press to compare |
titan's steel ring of frost (+24%) =con3= titan's steel ring of frost (+24%) =con3=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% cold Changes damage: +12% cold Physical save: +6 Rings can have magical properties. Press to compare |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Press to compare |
Hettamachik the woollen robe (0 def, 0 armour) =mag5= Hettamachik the woollen robe (0 def, 0 armour) =mag5=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil / +2 Cun Changes damage: +3% mind / +3% temporal Mana each turn: +0.17 Psi each turn: +0.14 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
woollen robe 'Ivyselaith' (0 def, 0 armour) =con1= woollen robe 'Ivyselaith' (0 def, 0 armour) =con1=Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 3% * 3 arcane resource burn Changes stats: +1 Con Maximum life: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
prismatic rough leather armour of lightning resistance (1 def, 2 armour) prismatic rough leather armour of lightning resistance (1 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: +1 Fatigue: +6% Changes resistances: +16% lightning / +10% light / +11% darkness A suit of armour made of leather. Press to compare |
Zubikira =mag1= Zubikira =mag1=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag Maximum life: +32.00 Light radius: +3 A belt that goes around your waist. Press to compare |
Maludor (0 def, 3 armour) =con2= Maludor (0 def, 3 armour) =con2=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +2% Changes stats: +2 Con Reduces incoming crit damage: 5.00% Life regen: +2.00 Only die when reaching: -20.00 life Healing mod.: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
brawler's rough leather gloves (0 def, 1 armour) =str2= brawler's rough leather gloves (0 def, 1 armour) =str2=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
rough leather gloves 'Muckglean' (0 def, 7 armour) =2con= rough leather gloves 'Muckglean' (0 def, 7 armour) =2con=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes stats: +2 Con Changes damage: +3% physical Maximum life: +30.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
iron gauntlets 'Shadefurnace' (0 def, 1 armour) =mag3= iron gauntlets 'Shadefurnace' (0 def, 1 armour) =mag3=Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane / +3% darkness Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
This item will automatically be transmogrified when you leave the level. hardened leather cap 'Polurin' (0 def, 3 armour)hardened leather cap 'Polurin' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Wil Changes resistances: +7% physical Grants telepathy: Dragon Physical save: +8 Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Mindpower: +4 Mental crit. chance: +1% A cap made of leather. Press to compare |
stabilizing iron helm of the depths (0 def, 3 armour) stabilizing iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water Physical save: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm (0 def, 4 armour)dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
80 alchemist agate 80 alchemist agate0.00 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. |
Duvydir DuvydirPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Critical mult.: +3.00% Maximum encumbrance: +30 Maximum life: +10.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
iron pickaxe of endurance (dig speed 36 turns) =str2= iron pickaxe of endurance (dig speed 36 turns) =str2=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 178 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. |
iron torque of kinetic psionic shield [power 23] (18 cooldown) iron torque of kinetic psionic shield [power 23] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. Press to compare |
steel torque of charged psionic shield 'Bethima' [power 67] (23 cooldown) steel torque of charged psionic shield 'Bethima' [power 67] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +10% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 67 for 7 turns, placing all other charms into a 23 cooldown. Torques are made by powerful psionics to store psionic powers. Press to compare |
steel torque of thermal psionic shield [power 49] (18 cooldown) steel torque of thermal psionic shield [power 49] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 49 for 7 turns, placing all other charms into a 18 cooldown. Torques are made by powerful psionics to store psionic powers. Press to compare |
ash totem of thorny skin 'Polyletira' [power 32] (18 cooldown) =con1= ash totem of thorny skin 'Polyletira' [power 32] (18 cooldown) =con1=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +4 Physical power: +2 Changes stats: +1 Con Life regen: +0.20 It can be used to harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40%, placing all other charms into a 18 cooldown. Natural totems are made by powerful wilders to store nature power. Press to compare |
Bethossra the ash wand of clairvoyance [power 10] (6 cooldown) Bethossra the ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Spell save: +3 Silence immunity: +20% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Achievements
By bukkitsaurus kek the Shalore Shadowblade level 9
5th Dusk 122nd year of Ascendancy at 07:09 see stats
By bukkitsaurus kek the Shalore Shadowblade level 9
5th Dusk 122nd year of Ascendancy at 07:09 see stats
By bukkitsaurus kek the Shalore Shadowblade level 9
5th Dusk 122nd year of Ascendancy at 11:33 see stats
By bukkitsaurus kek the Shalore Shadowblade level 10
10th Dusk 122nd year of Ascendancy at 13:27 see stats
By bukkitsaurus kek the Shalore Shadowblade level 20
80th Haze 122nd year of Ascendancy at 20:49 see stats
By bukkitsaurus kek the Shalore Shadowblade level 18
79th Dusk 122nd year of Ascendancy at 22:33 see stats
By bukkitsaurus kek the Shalore Shadowblade level 12
14th Dusk 122nd year of Ascendancy at 23:03 see stats
By bukkitsaurus kek the Shalore Shadowblade level 17
46th Dusk 122nd year of Ascendancy at 00:22 see stats
By bukkitsaurus kek the Shalore Shadowblade level 19
7th Haze 122nd year of Ascendancy at 12:54 see stats
By bukkitsaurus kek the Shalore Shadowblade level 17
41st Dusk 122nd year of Ascendancy at 19:27 see stats
Log
Blue jelly misses bukkitsaurus kek.
Nerima the sandworm summons a Spider!
bukkitsaurus kek receives 29 healing from Temporal Restoration Field.
Bethinor the white ooze's fire area effect hits Giant spider for 35 fire damage.
Bethinor the white ooze's fire area effect hits bukkitsaurus kek for 27 fire damage.
Bethinor the white ooze's fire area effect hits Nerima the sandworm for 24 fire damage.
Giant spider uses Spit Poison.
Bukkitsaurus kek is poisoned!
Giant spider hits bukkitsaurus kek for 55 nature damage.
Blue jelly misses bukkitsaurus kek.
Nerima the sandworm summons a War Hound!
The fabric of time around bukkitsaurus kek returns to normal.
Poison from Giant spider hits bukkitsaurus kek for 55 nature damage.
Bethinor the white ooze's fire area effect hits Giant spider for 35 fire damage.
Bethinor the white ooze's fire area effect hits bukkitsaurus kek for 27 fire damage.
Bethinor the white ooze's fire area effect hits Nerima the sandworm for 24 fire damage.
Bukkitsaurus kek is recovering from the damage!
War hound hits bukkitsaurus kek for 136 physical damage.
bukkitsaurus kek hits War hound for 4 darkness, 4 arcane (9 total damage).
Blue jelly misses bukkitsaurus kek.
Nerima the sandworm summons a Ritch Flamespitter!
Nerima the sandworm's mind surges with critical power!
bukkitsaurus kek receives 21 healing.
Poison from Giant spider hits bukkitsaurus kek for 55 nature damage.
Bethinor the white ooze's fire area effect hits Ritch flamespitter for 8 fire damage.
Bethinor the white ooze's fire area effect hits Giant spider for 35 fire damage.
Bethinor the white ooze's fire area effect hits Nerima the sandworm for 24 fire damage.
Saving game...