Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Deceiver class 1.3.1New release! Now in a playable state! New trees: Additional skills: Mesmer 1.2.5A magical class based on creating and shattering illusions. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Leeroy Jenkins 1.2.5Renames every escort to Leeroy Jenkins." Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: 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:
Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! Items Vault 1.3.0Donators/Buyers bonus! Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Hexkin race 1.2.5Adds the Hexkin race. !!!This addon is still a work in progress!!! What's new: Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Illim Race Fork 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. This is just a slight modification of the original race to make their abilities be tagged as beneficial. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Illim |
| Class | Hedgeknight |
| Level / Exp | 11 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Mirrolem at level 11 on the 1st Flare 122nd year of Ascendancy at 07:10 / 1 |
Primary Stats
| Strength | 35 (base 24) |
| Dexterity | 11 (base 10) |
| Constitution | 27 (base 26) |
| Magic | 10 (base 10) |
| Willpower | 34 (base 22) |
| Cunning | 18 (base 10) |
Resources
| Life | -13/294 |
| Equilibrium | 60 |
| Healing Factor | 1.41 |
| Regeneration | 80.815555270418 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 26 |
| Crit Chance | 5% |
| APR | 5 |
| Speed | 1.20 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29.5 |
| Crit Chance | 5% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 49.807301601753 (81.030927835052%) |
| Defense | 8.35 |
| Ranged Defense | 10.35 |
| Fatigue | 0 |
| Physical Save | 32.35 |
| Spell Save | 15.4 |
| Mental Save | 21.6 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 14.40 to 43.20 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) |
| Runes | Effective talent level: 1.0 Rune: InvisibilityUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 10) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 179 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Petals | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Thorns | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Bush-guardian | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Illim | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thorn Body |
| talent | Wild Growth |
| beneficial effect | Improves/gives invisibility (power 10), reducing damage dealt by 40%. Invisibility |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | This character shrugs off next 4 stun, pin, poison, disease, silence, disarm, confusion or blind detrimental effects, regenerating health when that happens. Absolute Territory |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 57.07 life per turn. Regeneration |
| beneficial effect | The target is recovering 16 life each turn. Recovery |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | 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 |
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 |
Equipment
| On feet | [vs. pair of rough leather boots 'Cindersweeper' (0 def, 1 armour) (On feet)] pair of rough leather boots 'Cindersweeper' (0 def, 1 armour)pair of rough leather boots 'Cindersweeper' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -3% (-) Damage when hit (Melee): 8(-) mind / 4(-) fire Maximum encumbrance: +21 (-) Physical save: +6 (+3 eff.) (-) A pair of boots made of leather. |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)] Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Mindpower: +2 (+1 eff.) (-) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 40.13 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| On head | [vs. Bokydunarion (1 def, 0 armour) (On head)] Bokydunarion (1 def, 0 armour)Bokydunarion (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes resistances: +15%(-) nature / +5%(-) arcane Changes resistances penetration: +5%(-) acid Changes damage: +10%(-) nature / +3%(-) arcane Psi each turn: +0.10 (-) Mindpower: +3 (+2 eff.) (-) Mental crit. chance: +2% (-) A pointy cloth hat, very wizardly... |
| Tool | [vs. Telekinetic Core (Tool)] Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+2 eff.) (-) Changes stats: +5(-) Wil Changes resistances: +5%(-) physical Changes damage: +6%(-) physical Physical save: +12 (+6 eff.) (-) Mindpower: +3 (+2 eff.) (-) It can be used to activate talent Psionic Pull (costing 18 power out of 27/35) : Effective talent level: 3.0 Power cost: 18 out of 27/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 48 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| Main armor | [vs. Godil the steel plate armour (6 def, 13 armour) (Main armor)] Godil the steel plate armour (6 def, 13 armour)Godil the steel plate armour (6 def, 13 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 (-) Defense: +6 (+6 eff.) (-) Ranged Defense: +2 (+2 eff.) (-) Fatigue: +22% (-) Damage when hit (Melee): 10(-) physical A suit of armour made of metal plates. |
| In main hand | [vs. Alichak (25-40 power, 5 apr) (In main hand)] Alichak (25-40 power, 5 apr)Alichak (25-40 power, 5 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatspear ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-) Physical crit. chance: +3.0% (-) Attack speed: 83% (-) Damage (Melee): +4(-) blight Burst (radius 1) on hit: +6(-) lightning / +6(-) fire Damage conversion: 34%(-) lightning Thrust Range: 2 When wielded/worn: Damage when hit (Melee): 20(-) blight Changes resistances penetration: +9%(-) lightning Changes damage: +8%(-) lightning / +9%(-) blight It can be used to activate talent Lightning, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 14/14. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful beam of lightning, doing 29.76 to 89.28 damage The damage will increase with your Spellpower. A heavy spear. |
| Light source | [vs. survivor's brass lantern of clarity (Light source)] survivor's brass lantern of claritysurvivor's brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) (-) Mental save: +5 (+3 eff.) (-) Light radius: +2 (-) See stealth: +7 (-) See invisible: +6 (-) Healing mod.: +11% (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | [vs. thick linen cloak (1 def, 6 armour) (Cloak)] thick linen cloak (1 def, 6 armour)thick linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Changes resistances: +11%(-) cold 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. Feathersteel Amulet (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +20% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
[vs. Alichak (25-40 power, 5 apr) (In main hand)] ash greatclub of slime (26.5-39.75 power, 2 apr)ash greatclub of slime (26.5-39.75 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatclub ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8(+1.5 - -0.3) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-3) Physical crit. chance: +1.0% (-2.0%) Attack speed: 100% (+17%) Damage (Melee): +0(-4) blight Burst (radius 1) on hit: +0(-6) lightning / +0(-6) fire Damage conversion: 0%(-34%) lightning When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Damage when hit (Melee): 0(-20) blight Changes resistances penetration: +0%(-9%) lightning Changes damage: +0%(-8%) lightning / +3% nature / +0%(-9%) blight Massive two-handed clubs. |
[vs. Alichak (25-40 power, 5 apr) (In main hand)] acidic iron greatmaul of projection (19-28.5 power, 1 apr)acidic iron greatmaul of projection (19-28.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.0 - 28.5(-6.0 - -11.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-4) Physical crit. chance: +0.5% (-2.5%) Attack speed: 100% (+17%) On weapon crit: + splashes the target with acid Damage (Melee): +9 acid / +7 mind / +0(-4) blight Burst (radius 1) on hit: +0(-6) lightning / +0(-6) fire Damage conversion: 0%(-34%) lightning When wielded/worn: Damage when hit (Melee): 0(-20) blight Changes resistances penetration: +0%(-9%) lightning Changes damage: +0%(-8%) lightning / +0%(-9%) blight It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
[vs. Alichak (25-40 power, 5 apr) (In main hand)] flaming iron greatsword (18-28.8 power, 1 apr)flaming iron greatsword (18-28.8 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8(-7.0 - -11.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-4) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (+17%) Damage (Melee): +0(-4) blight Burst (radius 1) on hit: +0(-6) lightning / +7(+1) fire Damage conversion: 0%(-34%) lightning When wielded/worn: Damage when hit (Melee): 0(-20) blight Changes resistances penetration: +0%(-9%) lightning Changes damage: +0%(-8%) lightning / +0%(-9%) blight Massive two-handed swords. |
[vs. Alichak (25-40 power, 5 apr) (In main hand)] iron greatsword (16.5-26.4 power, 1 apr)iron greatsword (16.5-26.4 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4(-8.5 - -13.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-4) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (+17%) Damage (Melee): +0(-4) blight Burst (radius 1) on hit: +0(-6) lightning / +0(-6) fire Damage conversion: 0%(-34%) lightning When wielded/worn: Damage when hit (Melee): 0(-20) blight Changes resistances penetration: +0%(-9%) lightning Changes damage: +0%(-8%) lightning / +0%(-9%) blight Massive two-handed swords. |
[vs. Alichak (25-40 power, 5 apr) (In main hand)] Deft Blade (25-32.5 power, 5 apr)Deft Blade (25-32.5 power, 5 apr) Requires: - Cunning 16 - Dexterity 16 Crafted by a master 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 2 Base power: 25.0 - 32.5(+0.0 - -7.5) Uses stats: 40% Str, 60% Dex, 40% Cun Damage type: Physical Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.2% dam / acc Accuracy bonus: +5.0% procs dam / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +5 (-) Physical crit. chance: +5.0% (+2.0%) Attack speed: 100% (+17%) Damage (Melee): +0(-4) blight Burst (radius 1) on hit: +0(-6) lightning / +0(-6) fire Damage conversion: 0%(-34%) lightning When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +8 (+8 eff.) Damage when hit (Melee): 0(-20) blight Changes stats: +4 Dex Changes resistances penetration: +0%(-9%) lightning / +10% physical Changes damage: +0%(-8%) lightning / +0%(-9%) blight This blade seems to be perfectly balanced. A skilled warrior could make great use of it. |
[vs. Alichak (25-40 power, 5 apr) (In main hand)] thought-forged blue-steel trident of phasing (17-27.2 power, 18 apr)thought-forged blue-steel trident of phasing (17-27.2 power, 18 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 17.0 - 27.2(-8.0 - -12.8) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +18 (+13) Physical crit. chance: +2.0% (-1.0%) Attack speed: 100% (+17%) On weapon hit: * 14% chance to cause random gloom (+14%) Damage Shield penetration (this weapon only): +14% Damage (Melee): +0(-4) blight / +10 mind Burst (radius 1) on hit: +0(-6) lightning / +0(-6) fire Damage conversion: 0%(-34%) lightning When wielded/worn: Damage when hit (Melee): 0(-20) blight Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +0%(-9%) lightning Changes damage: +0%(-8%) lightning / +0%(-9%) blight A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
[vs. Flamewrought (0 def, 2 armour) (On hands)] polar small tauntlets (0 def, 2 armour)polar small tauntlets (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Damage (Melee): 6 cold Changes stats: +0(-2) Cun / +0(-3) Wil Changes resistances: +0%(-10%) fire / +5% cold Changes damage: +0%(-5%) fire / +4% cold Talent granted: +1 Block Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Tauntlets behave like a shield, and allow you to block attacks. 10 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
[vs. Flamewrought (0 def, 2 armour) (On hands)] rough leather gloves of strength (+3) (0 def, 1 armour)rough leather gloves of strength (+3) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+4 eff.) Armour: +1 (-1) Changes stats: +3 Str / +0(-2) Cun / +0(-3) Wil Changes resistances: +0%(-10%) fire Changes damage: +0%(-5%) fire Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
5 agate 5 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning 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 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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 359/400. 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. |
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. |
Newly picked up Ravenidol the deadly pouch of steel shots of vileness (13/13, 27-32.4 power, 2 apr)Ravenidol the deadly pouch of steel shots of vileness (13/13, 27-32.4 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 27.0 - 32.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 13 On weapon hit: * 40% chance to inflict damage reduction * 5% chance to disease Damage (Ranged): +8 blight / +8 temporal Burst (radius 1) on hit: +8 darkness Shots are used with slings to pummel your foes to death. |
2 ametrine 2 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. |
2 citrine 2 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. |
Achievements
Log
Mirrolem hits SexyPlantLove for 16 physical, 3 nature, 4 temporal, 10 lightning, 10 arcane, 6 blight, 3 physical, 3 mind, 1 fire (55 total damage).
SexyPlantLove hits Mirrolem for 22 blight, 7 physical, 8 mind, 4 fire (41 total damage).
Mirrolem killed Bushy guardian!
Talent Grasping Moss is ready to use.
Mirrolem reflects damage back to SexyPlantLove!
Mirrolem hits SexyPlantLove for 5 physical damage.
Thorn Body hits Mirrolem for 14 physical damage.
SexyPlantLove receives 23 healing.
SexyPlantLove uses Petal Beam.
Mirrolem reflects damage back to SexyPlantLove!
Mirrolem hits SexyPlantLove for 1 lightning, 1 physical, 1 blight, 2 lightning, 2 fire, 54 light, 75 nature, 38 nature (173 total damage).
SexyPlantLove hits Mirrolem for 2 lightning, 3 physical, 4 blight, 6 lightning, 5 fire, 321 nature, 160 nature (500 total damage).
Mirrolem casts Shadow Leash.
bam
bam
SexyPlantLove's soul refuses the effect "Disarmed"!
bam
SexyPlantLove starts regenerating health quickly.
Mirrolem reflects damage back to SexyPlantLove!
Mirrolem hits SexyPlantLove for 6 physical damage.
Thorn Body hits Mirrolem for 16 physical damage.
SexyPlantLove receives 23 healing.
SexyPlantLove casts Rune: Invisibility.
bam
SexyPlantLove vanishes from sight.
bam
Mirrolem uses Grab.
Saving game...
