Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.5.0Combines 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: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 12 / 4% |
Size | medium |
Lifes / Deaths | Killed by Ce'Neth the bandit lord at level 12 on the 2nd Summertide 122nd year of Ascendancy at 07:12 / 1 |
Primary Stats
Strength | 31 (base 26) |
Dexterity | 46 (base 31) |
Constitution | 10 (base 10) |
Magic | 13 (base 10) |
Willpower | 15 (base 10) |
Cunning | 29 (base 18) |
Resources
Life | -21/250 |
Stamina | 14/93 |
Healing Factor | 1 |
Regeneration | 35.67 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 35.84903874937 |
See Invisible | 35.84903874937 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 81 |
Accuracy | 38 |
Crit Chance | 21% |
APR | 24 |
Speed | 0.80 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +6% |
Mind | +6% |
Cold | +10% |
Offense: Damage Penetration
Acid | +20% |
Physical | +23% |
Arcane | +20% |
Mind | +10% |
Cold | +8% |
Defense: Base
Armour (hardiness) | 11 (57.811550151976%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 10 |
Mental Save | 16 |
Defense: Resistances
Acid | + 20%( 70%) |
Temporal | + 10%( 70%) |
Physical | + 2%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 171 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 354% 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. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Munitions | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Trained Reactions |
talent | Venomous Ammunition |
talent | Intuitive Shots |
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 34.32 life per turn. Regeneration |
beneficial effect | The target has 25% chance to evade melee and ranged attacks and gains 10 defense. Evasion |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. 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.' * '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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. 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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed green worm. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
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 |
Equipment
On feet | [vs. pair of hardened leather boots 'Hanyrand' (0 def, 3 armour) (On feet)] pair of hardened leather boots 'Hanyrand' (0 def, 3 armour)pair of hardened leather boots 'Hanyrand' (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 8(-) arcane Changes resistances: +21%(-) acid Changes resistances penetration: +10%(-) arcane / +20%(-) acid Changes damage: +6%(-) arcane Spellpower: +4 (+3 eff.) (-) A pair of boots made of leather. |
Quiver | [vs. Arthedunalar the quiver of yew arrows (48/48, 143% power, 19 apr) (Quiver, 1 of 2)] Arthedunalar the quiver of yew arrows (48/48, 143% power, 19 apr)Arthedunalar the quiver of yew arrows (48/48, 143% power, 19 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 143% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Arcane Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +21 (-) Armour Penetration: +19 (-) Crit. chance: +14.0% (-) Capacity: 48 (-) Turns elapse between self-loadings: 1 (-) On weapon crit: * cripple the target Damage (Ranged): +8(-) mind / +4(-) arcane Burst (radius 1) on hit: +16(-) mind Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
On hands | [vs. rough leather gloves 'Ragigotir' (0 def, 1 armour) (On hands)] rough leather gloves 'Ragigotir' (0 def, 1 armour)rough leather gloves 'Ragigotir' (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) (-) Armour: +1 (-) Changes stats: +3(-) Str Changes resistances penetration: +10%(-) mind Changes damage: +6%(-) mind Psi when hit: +0.16 (-) Mental crit. chance: +4% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | [vs. Singeseam (0 def, 3 armour) (On head)] Singeseam (0 def, 3 armour)Singeseam (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 (-) Armour: +3 (-) Fatigue: +5% (-) Damage when hit (Melee): 4(-) fire Changes stats: +2(-) Dex / +5(-) Wil / +2(-) Cun Grants telepathy: Dragon A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | [vs. ash totem of thorny skin 'Bregithel' [power 27] (18 cooldown) (Tool)] ash totem of thorny skin 'Bregithel' [power 27] (18 cooldown)ash totem of thorny skin 'Bregithel' [power 27] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +1 (-) Changes resistances: +5%(-) arcane / +2%(-) physical Changes resistances penetration: +10%(-) arcane / +5%(-) physical It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | [vs. Flashmaster (On fingers, 1 of 2)] FlashmasterFlashmaster Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) (-) Fatigue: -12% (-) Changes stats: +1(-) Dex / +2(-) Mag / +5(-) Cun Light radius: +3 (-) Infravision radius: +2 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. Flashmaster (On fingers, 1 of 2)] warrior's steel ring of perseverancewarrior's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: +0% (+12%) Changes stats: +2 Str / +0(-1) Dex / +0(-2) Mag / +0(-5) Cun Stun/Freeze immunity: +22% Life regen: +1.10 Light radius: +0 (-3) Infravision radius: +0 (-2) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. stabilizing copper amulet (Around neck)] stabilizing copper amuletstabilizing copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11%(-) temporal Pinning immunity: +20% (-) Knockback immunity: +26% (-) Amulets can have magical properties. |
In main hand | [vs. ranger's yew longbow of dexterity (+9) (In main hand, 1 of 2)] ranger's yew longbow of dexterity (+9)ranger's yew longbow of dexterity (+9) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +9 (-) When wielded/worn: Changes stats: +9(-) Dex Changes resistances penetration: +18%(-) physical Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
Main armor | [vs. Silk Current (12 def, 0 armour) (Main armor)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) (-) Damage when hit (Melee): 10(-) cold Changes resistances: +15%(-) cold Changes resistances penetration: +8%(-) cold Changes damage: +10%(-) cold Talent masteries: +0.10(-) Spell / Water Spellpower: +4 (+3 eff.) (-) Movement speed: +15% (-) This deep blue robe flows and ripples as if pushed by an invisible tide. |
Light source | [vs. bright brass lantern (Light source)] bright brass lanternbright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 (-) 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. |
Around waist | [vs. spiritwalker's rough leather belt of burglary (Around waist)] spiritwalker's rough leather belt of burglaryspiritwalker's rough leather belt of burglary Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Dex / +1(-) Mag / +4(-) Cun / +6(-) Lck Trap disarming bonus: +7 (-) Stealth bonus: +6 (-) Mana each turn: +0.15 (-) Maximum mana: +25.00 (-) Infravision radius: +4 (-) A belt that goes around your waist. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Flashmaster (On fingers, 1 of 2)] warrior's copper ring of powerwarrior's copper ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +6 Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: +0% (+12%) Changes stats: +3 Str / +0(-1) Dex / +0(-2) Mag / +0(-5) Cun Spellpower: +5 (+3 eff.) Mindpower: +6 (+3 eff.) Light radius: +0 (-3) Infravision radius: +0 (-2) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. ranger's yew longbow of dexterity (+9) (In main hand, 1 of 2)] cruel elm magestaff of might (100% power, 2 apr, cold element)This item will automatically be transmogrified when you leave the level. cruel elm magestaff of might (100% power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (+34%) Range: 1.2x (+0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% (-25%) Firing range: +0 (-9) When wielded/worn: Physical crit. chance: +5.0% Changes stats: +0(-9) Dex Changes resistances penetration: +0%(-18%) physical Changes damage: +10% cold Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. ranger's yew longbow of dexterity (+9) (In main hand, 1 of 2)] balanced iron waraxe (105% power, 2 apr)This item will automatically be transmogrified when you leave the level. balanced iron waraxe (105% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% (+40%) Range: 1.4x (+0.3x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% (-25%) Firing range: +0 (-9) When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +0(-9) Dex Changes resistances penetration: +0%(-18%) physical Disarm immunity: +21% One-handed war axes. Tap to cycle through comparison choices |
[vs. ranger's yew longbow of dexterity (+9) (In main hand, 1 of 2)] Unerring Scalpel (111% power, 25 apr)Unerring Scalpel (111% power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% (+45%) Range: 1.3x (+0.2x) Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% (-25%) Firing range: +0 (-9) Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Changes stats: +0(-9) Dex Changes resistances penetration: +0%(-18%) physical Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
[vs. ranger's yew longbow of dexterity (+9) (In main hand, 1 of 2)] SurefireSurefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 133% (+8%) Firing range: +9 (-) When wielded/worn: Accuracy: +12 (+5 eff.) Physical crit. chance: +5.0% Changes stats: +3(-6) Dex Changes resistances penetration: +0%(-18%) physical Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 157% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. Tap to cycle through comparison choices |
[vs. Silk Current (12 def, 0 armour) (Main armor)] rough leather armour 'Sulfurterror' (1 def, 2 armour)This item will automatically be transmogrified when you leave the level. rough leather armour 'Sulfurterror' (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) (-11 (-4 eff.)) Fatigue: +2% Damage when hit (Melee): 0(-10) cold Changes stats: +4 Str / +1 Mag / +1 Cun Changes resistances: +9% nature / +0%(-15%) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent mastery: +0.00(-0.10) Spell / Water Life regen: +2.60 Stamina each turn: +0.60 Spellpower: +0 (+0 eff.) (-4 (-3 eff.)) Movement speed: +0% (-15%) A suit of armour made of leather. |
[vs. pair of hardened leather boots 'Hanyrand' (0 def, 3 armour) (On feet)] miner's pair of hardened leather boots of tirelessness (0 def, 9 armour)miner's pair of hardened leather boots of tirelessness (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 (+6) Fatigue: +3% (-) Damage when hit (Melee): 0(-8) arcane Changes resistances: +0%(-21%) acid Changes resistances penetration: +0%(-10%) arcane / +0%(-20%) acid Changes damage: +0%(-6%) arcane Stamina each turn: +0.50 Maximum stamina: +10.00 Spellpower: +0 (+0 eff.) (-4 (-3 eff.)) Infravision radius: +2 A pair of boots made of leather. |
[vs. rough leather gloves 'Ragigotir' (0 def, 1 armour) (On hands)] radiant rough leather gloves (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. radiant rough leather gloves (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +1 (-) Damage (Melee): 5 light Changes stats: +0(-3) Str Changes resistances: +6% light Changes resistances penetration: +0%(-10%) mind Changes damage: +3% light / +0%(-6%) mind Psi when hit: +0.00 (-0.16) Mental crit. chance: +0% (-4%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. rough leather gloves 'Ragigotir' (0 def, 1 armour) (On hands)] Hettetonik (0 def, 1 armour)Hettetonik (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +1 (-) Changes stats: +0(-3) Str / +1 Dex / +3 Mag / +3 Wil / +4 Con Changes resistances penetration: +0%(-10%) mind Changes damage: +0%(-6%) mind Physical save: +6 (+5 eff.) Mental save: +6 (+5 eff.) Disarm immunity: +24% Psi when hit: +0.00 (-0.16) Mental crit. chance: +0% (-4%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Singeseam (0 def, 3 armour) (On head)] cleansing rough leather cap (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. cleansing rough leather cap (0 def, 1 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-4) Armour: +1 (-2) Fatigue: +1% (-4%) Damage when hit (Melee): 0(-4) fire Changes stats: +0(-2) Dex / +0(-5) Wil / +0(-2) Cun Changes resistances: +6% nature / +5% blight Grants telepathy: Dragon A cap made of leather. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. Arthedunalar the quiver of yew arrows (48/48, 143% power, 19 apr) (Quiver, 1 of 2)] 69 alchemist agate69 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Accuracy: +0 (-21) Armour Penetration: +0 (-19) Crit. chance: +0.0% (-14.0%) Capacity: 0 (-48) Turns elapse between self-loadings: 0 (-1) On weapon crit: - cripple the target Damage (Ranged): +0(-8) mind / +0(-4) arcane Burst (radius 1) on hit: +0(-16) mind When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. bright brass lantern (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 (-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. |
[vs. ash totem of thorny skin 'Bregithel' [power 27] (18 cooldown) (Tool)] woodsman's iron pickaxe (dig speed 36 turns)woodsman's iron pickaxe (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Changes stats: +1 Str Changes resistances: +0%(-2%) physical / +10% nature / +0%(-5%) arcane Changes resistances penetration: +0%(-10%) arcane / +0%(-5%) physical Changes damage: +5% nature 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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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. ash totem of thorny skin 'Bregithel' [power 27] (18 cooldown) (Tool)] Korador the Mucusbloom [power 45] (18 cooldown)Korador the Mucusbloom [power 45] (18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +0 (-1) Effects on melee hit: * Slows global speed by 30% Changes resistances: +0%(-5%) arcane / +0%(-2%) physical Changes resistances penetration: +20%(+10%) arcane / +0%(-5%) physical Changes damage: +3% nature It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 45 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Erkmaz the Cornac Archer level 7
6th Mirth 122nd year of Ascendancy at 08:10 see stats
By Erkmaz the Cornac Archer level 10
9th Mirth 122nd year of Ascendancy at 16:52 see stats
Log
Erkmaz shoots!
Something deflects the projectile from Erkmaz to the southwest!
Something misses Erkmaz.
Something misses Erkmaz.
Erkmaz shoots!
Something deflects the projectile from Erkmaz to the southeast!
Erkmaz shoots!
Talent Steady Shot is ready to use.
Erkmaz picks up (k.): cleansing rough leather cap (0 def, 1 armour).
You pickup 0.60 gold pieces.
You pickup 0.80 gold pieces.
Erkmaz reacts to damage from Something, mitigating the blow!.
Erkmaz is no longer illuminated.
Erkmaz recovers sight.
Something hits Erkmaz for (13 reacted , -3 stam), 82 darkness (82 total damage).
Something misses Erkmaz.
Something hits Erkmaz for 53 physical, 3 darkness (56 total damage).
Erkmaz uses Evasion.
Erkmaz tries to evade attacks.
Erkmaz uses Infusion: Regeneration.
Erkmaz starts regenerating health quickly.
Xerath the copperhead snake is no longer poisoned.
Ce'Neth the bandit lord casts Searing Light.
Erkmaz reacts to damage from Ce'Neth the bandit lord, mitigating the blow!.
Saving game...