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 | Ogre |
Class | Mindslayer |
Level / Exp | 13 / 10% |
Size | big |
Lifes / Deaths | Killed by Nerurialle the large brown snake at level 13 on the 4th Dusk 122nd year of Ascendancy at 20:45 / 1 |
Primary Stats
Strength | 36 (base 11) |
Dexterity | 23 (base 10) |
Constitution | 16 (base 10) |
Magic | 17 (base 10) |
Willpower | 40 (base 36) |
Cunning | 30 (base 28) |
Resources
Life | -6/313 |
Steam | 100/100 |
Stamina | 197/211 |
Psi | 17/100 |
Healing Factor | 1.4483870967742 |
Regeneration | 3.5485483870968 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.783646509902% |
Spell | 0% |
Global | +111.27769255664% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 53 |
Accuracy | 40 |
Crit Chance | 25% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | +36% |
Lightning | +19% |
Light | +16% |
All | +10% |
Offense: Damage Penetration
Physical | +22% |
Defense: Base
Armour (hardiness) | 27.5 (48.636363636364%) |
Defense | 44 |
Ranged Defense | 47 |
Fatigue | 13 |
Physical Save | 35 |
Spell Save | 35 |
Mental Save | 33 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 37%( 70%) |
Physical | + 29%( 70%) |
All | + 28%( 70%) |
Darkness | + 46%( 70%) |
Light | + 32%( 70%) |
Temporal | + 37%( 70%) |
Fire | + 39%( 70%) |
Lightning | + 32%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 142 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
talent | Augmentation |
talent | Skate |
talent | Kinetic Shield |
talent | Beyond the Flesh |
detrimental effect | Reduces global action speed by 30%. Slow |
beneficial effect | The target's combat attack and crit chance are improved by 20 and 10%, respectively. Perfect control |
beneficial effect | The target is out of phase with reality, increasing defense by 32, resist all by 28%, and reducing the duration of detrimental timed effects by 29%. Out of Phase |
beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
detrimental effect | The target is poisoned, taking 45.88 nature damage per turn. Poison |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | Increases global speed by 41%. Quick |
beneficial effect | Do not try to resist it! Ogric Wrath |
beneficial effect | The target has 24% chance to evade melee and ranged attacks and gains 12 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+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 |
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 vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed skeleton mage skull. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * '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 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. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed giant spider spinneret. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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. | 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 within1 lumberjacks have died. | done |
Equipment
Psionic focus | [vs. Gloryma the dwarven-steel greatsword (155% power, 2 apr) (In main hand, 1 of 2)] Urorand (170% power, 2 apr)Urorand (170% power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 Power: 170% (+15%) Range: 1.5x (-0.1x) Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to disease (-12%) Damage (Melee): +0(-19) blight / +0(-19) cold / +0(-19) light Damage against: +0% (-23% )Undead When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +22 Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Armour: +0 (-4) Changes resistances: +0%(-2%) physical / +6% fire / +6% light / +3% darkness Changes resistances penetration: +22% physical Changes damage: +14% physical Physical save: +20 (+8 eff.) Spell save: +20 (+8 eff.) Maximum life: +0.00 (-10.00) Massive two-handed mauls. Tap to cycle through comparison choices |
Light source | [vs. Elikira (Light source)] ElikiraElikira Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% (-) Changes stats: +5(-) Str / +2(-) Dex / +2(-) Wil Light radius: +5 (-) Infravision 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. |
On head | [vs. Quasit's Skull (0 def, 12 armour) (On head)] Quasit's Skull (0 def, 12 armour)Quasit's Skull (0 def, 12 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (-) Armour Hardiness: +5% (-) Fatigue: +5% (-) Changes stats: +3(-) Con Physical save: +12 (+6 eff.) (-) Stun/Freeze immunity: +30% (-) Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On feet | [vs. pair of rough leather boots 'Morningbore' (20 def, 1 armour) (On feet)] pair of rough leather boots 'Morningbore' (20 def, 1 armour)pair of rough leather boots 'Morningbore' (20 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +20 (+8 eff.) (-) Ranged Defense: +9 (+3 eff.) (-) Fatigue: +1% (-) Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Changes resistances: +3%(-) blight / +3%(-) darkness Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Around waist | [vs. Runadelar the Cracklejeer (Around waist)] Runadelar the CracklejeerRunadelar the Cracklejeer Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% (-) Changes stats: +1(-) Con Changes damage: +6%(-) lightning / +12%(-) physical Critical mult.: +6.00% (-) Life regen: +1.10 (-) Healing mod.: +10% (-) A belt that goes around your waist. |
In main hand | [vs. Gloryma the dwarven-steel greatsword (155% power, 2 apr) (In main hand, 1 of 2)] Gloryma the dwarven-steel greatsword (155% power, 2 apr)Gloryma the dwarven-steel greatsword (155% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 155% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon hit: * 12% chance to disease Damage (Melee): +19(-) blight / +19(-) cold / +19(-) light Damage against: +23% (-)Undead When wielded/worn: Physical power: +2 (+0 eff.) (-) Armour: +4 (-) Changes resistances: +2%(-) physical Maximum life: +10.00 (-) Massive two-handed swords. Tap to cycle through comparison choices |
On hands | [vs. Galorotir the rough leather gloves (0 def, 1 armour) (On hands)] Galorotir the rough leather gloves (0 def, 1 armour)Galorotir the rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) (-) Armour penetration: +1 (-) Armour: +1 (-) Damage (Melee): 5(-) lightning Changes stats: +1(-) Dex Changes resistances: +6%(-) lightning Changes damage: +3%(-) lightning Life regen: +0.60 (-) Infravision radius: +3 (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | [vs. Iron Mail of Bloodletting (2 def, 4 armour) (Main armor)] Iron Mail of Bloodletting (2 def, 4 armour)Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +12% (-) Changes stats: +2(-) Str / +2(-) Con Changes resistances: +10%(-) acid / +10%(-) fire / +10%(-) darkness / +10%(-) blight Talent masteries: +0.10(-) Technique / Bloodthirst Life regen: +0.50 (-) Healing mod.: +30% (-) Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Cloak | [vs. Starbraze (2 def, 0 armour) (Cloak)] Starbraze (2 def, 0 armour)Starbraze (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes stats: +4(-) Wil / +5(-) Mag Changes resistances: +10%(-) darkness / +13%(-) temporal Changes damage: +6%(-) light Spell save: +6 (+3 eff.) (-) Mental save: +22 (+11 eff.) (-) Maximum mana: +60.00 (-) Light radius: +3 (-) Defense after a teleport: +17 (-) Resist all after a teleport: +13% (-) New effects duration reduction after a teleport: +14% (-) It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. Withering Orbs (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+2 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
medical injector implant of the titan (efficiency 151% / cooldown 89%) medical injector implant of the titan (efficiency 151% / cooldown 89%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 151% efficiency and cooldown mod of 89%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the warrior (heal 200 over 5 turns) regeneration infusion of the warrior (heal 200 over 5 turns)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 200 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 145 over 5 turns) regeneration infusion of the wizard (heal 145 over 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 145 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Withering Orbs (Around neck)] clarifying steel amuletclarifying steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes resistances: +14% mind Confusion immunity: +20% Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. rogue's copper ring of sensingrogue's copper ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties. |
[vs. Gloryma the dwarven-steel greatsword (155% power, 2 apr) (In main hand, 1 of 2)] balanced iron greatsword of vileness (120% power, 1 apr)This item will automatically be transmogrified when you leave the level. balanced iron greatsword of vileness (120% power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 120% (-34%) Range: 1.6x (+0.0x) Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-1) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) On weapon hit: * 9% chance to disease (-3%) Damage (Melee): +12(-7) blight / +0(-19) light / +0(-19) cold Damage against: +0% (-23% )Undead When wielded/worn: Accuracy: +7 (+3 eff.) Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Armour: +0 (-4) Defense: +9 (+3 eff.) Changes resistances: +0%(-2%) physical Disarm immunity: +29% Maximum life: +0.00 (-10.00) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Gloryma the dwarven-steel greatsword (155% power, 2 apr) (In main hand, 1 of 2)] quick iron waraxe (110% power, 2 apr)This item will automatically be transmogrified when you leave the level. quick iron waraxe (110% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 110% (-45%) Range: 1.4x (-0.2x) Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Crit. chance: +3.5% (-) Attack speed: 111% (+11%) On weapon hit: * 0% chance to disease (-12%) Damage (Melee): +0(-19) blight / +0(-19) cold / +0(-19) light Damage against: +0% (-23% )Undead When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Armour: +0 (-4) Changes stats: +2 Dex Changes resistances: +0%(-2%) physical Maximum life: +0.00 (-10.00) One-handed war axes. Tap to cycle through comparison choices |
[vs. Gloryma the dwarven-steel greatsword (155% power, 2 apr) (In main hand, 1 of 2)] Unerring Scalpel (118% power, 25 apr)Unerring Scalpel (118% power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 118% (-36%) Range: 1.3x (-0.3x) Uses stats: 27% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 (+23) Crit. chance: +0.0% (-3.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to disease (-12%) Damage Shield penetration (this weapon only): +50% Damage (Melee): +0(-19) blight / +0(-19) cold / +0(-19) light Damage against: +0% (-23% )Undead When wielded/worn: Accuracy: +20 (+7 eff.) Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Armour: +0 (-4) Changes resistances: +0%(-2%) physical Maximum life: +0.00 (-10.00) 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. Gloryma the dwarven-steel greatsword (155% power, 2 apr) (In main hand, 1 of 2)] mighty iron steamgun of dampeningThis item will automatically be transmogrified when you leave the level. mighty iron steamgun of dampening Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (+3) Crit. chance: +0.0% (-3.5%) Attack speed: 100% (-) Firing range: +6 On weapon hit: * 0% chance to disease (-12%) Travel speed: +600% Damage (Melee): +0(-19) blight / +0(-19) cold / +0(-19) light Damage against: +0% (-23% )Undead Attacks use: 2.0 Steam When wielded/worn: Physical power: +6 (+2 eff.) (+4 (+2 eff.)) Armour: +0 (-4) Changes stats: +1 Str Changes resistances: +8% acid / +0%(-2%) physical / +8% fire / +8% lightning / +7% cold Spell save: +6 (+3 eff.) Maximum life: +0.00 (-10.00) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. Gloryma the dwarven-steel greatsword (155% power, 2 apr) (In main hand, 1 of 2)] psychic's iron steamgunThis item will automatically be transmogrified when you leave the level. psychic's iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (+3) Crit. chance: +0.0% (-3.5%) Attack speed: 100% (-) Firing range: +6 On weapon hit: * 0% chance to disease (-12%) Travel speed: +600% Damage (Melee): +0(-19) blight / +0(-19) cold / +0(-19) light Damage (Ranged): +5 mind Damage against: +0% (-23% )Undead Attacks use: 2.0 Steam When wielded/worn: Physical power: +0 (+0 eff.) (-2 (+0 eff.)) Armour: +0 (-4) Changes stats: +2 Cun / +1 Wil Changes resistances: +0%(-2%) physical Changes damage: +10% mind Maximum life: +0.00 (-10.00) Mindpower: +5 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level. pouch of iron shots of erosion (0/15, 119% power, 1 apr)pouch of iron shots of erosion (0/15, 119% power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 119% Range: 1.2x Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 15 Damage (Ranged): +7 nature / +6 temporal Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. Cuthagas (6 def, 2 armour, 41 block)Cuthagas (6 def, 2 armour, 41 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 19% chance to blind Changes stats: +2 Mag / +1 Cun / +3 Con Changes resistances: +17% acid / +20% light / +12% darkness Talent granted: +2 Block Critical mult.: +10.00% Mental save: +3 (+1 eff.) Handheld deflection devices. |
[vs. Iron Mail of Bloodletting (2 def, 4 armour) (Main armor)] Rhafang the woollen robe (0 def, 0 armour)Rhafang the woollen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-12%) Changes stats: +4(+2) Str / +2 Wil / +4(+2) Con Changes resistances: +16%(+6%) acid / +0%(-10%) fire / +0%(-10%) darkness / +0%(-10%) blight Changes damage: +11% acid Talent mastery: +0.00(-0.10) Technique / Bloodthirst Life regen: +0.00 (-0.50) Healing mod.: +0% (-30%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Iron Mail of Bloodletting (2 def, 4 armour) (Main armor)] cleansing rough leather armour (1 def, 2 armour)This item will automatically be transmogrified when you leave the level. cleansing rough leather armour (1 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-2) Defense: +1 (+1 eff.) (-1 (+0 eff.)) Fatigue: +6% (-6%) Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +0%(-10%) acid / +0%(-10%) darkness / +11%(+1%) blight / +0%(-10%) fire / +10% nature Talent mastery: +0.00(-0.10) Technique / Bloodthirst Life regen: +0.00 (-0.50) Healing mod.: +0% (-30%) A suit of armour made of leather. |
[vs. Iron Mail of Bloodletting (2 def, 4 armour) (Main armor)] iron plate armour of lightning resistance (3 def, 7 armour)This item will automatically be transmogrified when you leave the level. iron plate armour of lightning resistance (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+3) Defense: +3 (+1 eff.) (+1 (+0 eff.)) Fatigue: +20% (+8%) Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +15% lightning / +0%(-10%) darkness / +0%(-10%) blight / +0%(-10%) fire / +0%(-10%) acid Talent mastery: +0.00(-0.10) Technique / Bloodthirst Life regen: +0.00 (-0.50) Healing mod.: +0% (-30%) A suit of armour made of metal plates. |
[vs. Starbraze (2 def, 0 armour) (Cloak)] murderer's linen cloak (1 def, 0 armour)This item will automatically be transmogrified when you leave the level. murderer's linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) (-1 (+0 eff.)) Changes stats: +1 Dex / +0(-5) Mag / +0(-4) Wil / +1 Cun Changes resistances: +0%(-10%) darkness / +0%(-13%) temporal Changes damage: +0%(-6%) light Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-22 (-11 eff.)) Maximum mana: +0.00 (-60.00) Light radius: +0 (-3) Defense after a teleport: +0 (-17) Resist all after a teleport: +0% (-13%) New effects duration reduction after a teleport: +0% (-14%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of rough leather boots 'Morningbore' (20 def, 1 armour) (On feet)] Emelitha the pair of hardened leather boots (15 def, 3 armour)Emelitha the pair of hardened leather boots (15 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +3 Armour: +3 (+2) Defense: +15 (+6 eff.) (-5 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-3 eff.)) Fatigue: +3% (+2%) Damage (Melee): 0(-30) item light blind Changes resistances: +0%(-3%) blight / +0%(-3%) darkness Changes resistances penetration: +10% mind Changes damage: +15% mind Mindpower: +12 (+6 eff.) Mental crit. chance: +2% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)] insulating rough leather hat (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. insulating rough leather hat (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-11) Armour Hardiness: +0% (-5%) Fatigue: +1% (-4%) Changes stats: +0(-3) Con Changes resistances: +6% cold / +6% fire Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Stun/Freeze immunity: +0% (-30%) A hat made of leather. Very stylish. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)] Spiderhue (0 def, 3 armour)Spiderhue (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: +3 (-9) Armour Hardiness: +0% (-5%) Fatigue: +5% (-) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex / +0(-3) Con Changes resistances: +15% nature Changes damage: +3% temporal Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Stun/Freeze immunity: +0% (-30%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
5 citrine 5 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. |
4 zircon 4 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
201 alchemist agate 201 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. |
[vs. Elikira (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-5) Str / +0(-2) Dex / +0(-2) Wil Light radius: +2 (-3) Infravision radius: +0 (-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. Elikira (Light source)] Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-5) Str / +0(-2) Dex / +0(-2) Wil Light radius: +3 (-2) Infravision radius: +0 (-2) 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 60.94 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 60.94 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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: 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 84.80 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. |
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. |
Achievements
By Bricks the Ogre Mindslayer level 8
5th Mirth 122nd year of Ascendancy at 22:25 see stats
By Bricks the Ogre Mindslayer level 10
8th Mirth 122nd year of Ascendancy at 19:20 see stats
By Bricks the Ogre Mindslayer level 11
9th Mirth 122nd year of Ascendancy at 22:30 see stats
Log
Burning from Bricks hits Velorin the bee swarm for (4 resist armour), 9 fire (10 total damage).
Poison from Velorin the bee swarm hits Bricks for (14 to psi shield), 15 nature (15 total damage).
Bricks's Beyond the Flesh hits War hound for 32 physical, 2 lightning, 2 mind (36 total damage).
War hound hits Bricks for (44 to psi shield), 54 physical (54 total damage).
Velorin the bee swarm hits Bricks for (14 to psi shield), 15 physical (15 total damage).
Bricks tries to evade attacks.
Bricks uses Telekinetic Smash.
Bricks performs a melee critical strike against Velorin the bee swarm!
Bricks performs a melee critical strike against Velorin the bee swarm!
Bricks hits Velorin the bee swarm for (4 resist armour), 57 physical (57 total damage).
Bricks killed Velorin the bee swarm!
Burning from Bricks hits War hound for 14 fire damage.
Polawyn the cutpurse casts Invoke Darkness.
Polawyn the cutpurse hits Bricks for 85 darkness damage.
Burning from Bricks hits Polawyn the cutpurse for 16 fire damage.
Bricks is not stunned anymore.
Talent Create Tinker is ready to use.
Talent Rune: Phase Door is ready to use.
Talent Brain Storm is ready to use.
Poison from Velorin the bee swarm hits Bricks for (5 to psi shield), 6 nature (6 total damage).
Bricks's Beyond the Flesh hits War hound for 77 physical damage.
Bricks's Beyond the Flesh killed War hound!
Bricks casts Ogric Wrath.
Bricks enters an ogric frenzy.
Bricks casts Rune: Phase Door.
Bricks is out of phase.
Nerurialle the large brown snake uses Willful Strike.
Saving game...