Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.4.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Mindstar and Staff Combat Access 1.3.1I was irked that Mindslayers need to burn a good chunk of cash to open Mindstar Training, which seems like a Talent track they should have open out of the gate. Same with staff-using mages and Staff Combat. So I figured out how to fix it and did! Items Vault 1.3.0Donators/Buyers bonus! Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. 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: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. magebow class v18 1.3.1Bastion 1.4.5A complete rework for Bulwark. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Draconians 1.3.1Adds 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. 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Draconian |
| Class | Bastion |
| Level / Exp | 19 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Siliyavea the thief at level 19 on the 29th Dusk 122nd year of Ascendancy at 11:09 / 1 |
Primary Stats
| Strength | 51 (base 47) |
| Dexterity | 12 (base 12) |
| Constitution | 52 (base 47) |
| Magic | 20 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 20 (base 18) |
Resources
| Life | -48/716 |
| Stamina | 27/72 |
| Healing Factor | 1.25 |
| Regeneration | 67.1375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 25 |
| Crit Chance | 39% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Barehand
| Damage | 28 |
| Accuracy | 25 |
| Crit Chance | 37% |
| APR | 34 |
| Speed | 1.20 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Offense: Damage Penetration
| All | +15% |
Defense: Base
| Armour (hardiness) | 64.624541109821 (93.924050632911%) |
| Defense | 27 |
| Ranged Defense | 30 |
| Fatigue | 35 |
| Physical Save | 36 |
| Spell Save | 25 |
| Mental Save | 14 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 57% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 243 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 252 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Soldier | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Technique / Retaliation | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Knighthood | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Draconian | 1.00 |
| 4/5 |
| 5/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Sword and Board |
| talent | Shield Wall |
| talent | Precise Strikes |
| talent | Daunting Presence |
| talent | Honor |
| beneficial effect | Your dragon power toughens your skin increasing physical resistance by 25 and physical resistance cap by 12. Dragon's Fortitude |
| detrimental effect | The target is poisoned and sick, doing 17.52 nature damage per turn. All damage it does is reduced by 24%. Numbing Poison |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is out of breath, preventing them from using warcries. Winded |
| beneficial effect | Your dragon powers enhance your physical power by 31. Dragon's Strength |
| beneficial effect | A flow of life spins around the target, regenerating 50.36 life per turn. Regeneration |
| detrimental effect | The target is confused, acting randomly (chance 43%) and unable to perform complex actions. Confused |
| detrimental effect | The target is poisoned and sick, taking 13.96 nature damage per turn. If the effect runs its full course, the target will turn to stone for 4 turns. Stoning Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Your dragon power transforms your body! +2% HP/stamina Dragon's Form |
| beneficial effect | Your dragon powers enhance your melee blows by 22 physical damage. Dragon's Fury |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (20). Armor Corroded |
| beneficial effect | The target is building up for a powerful block, increasing block value by 10%. Steel Fortress |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 failed to protect the lost sun paladin from death by Siliyavea the thief. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
| On feet | miner's pair of iron boots (0 def, 8 armour) miner's pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | iron gauntlets 'Xanira' (0 def, 1 armour) iron gauntlets 'Xanira' (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 8 mind Life regen: +2.90 Stamina each turn: +1.20 Psi each turn: +0.12 Hate when firing a critical mind attack: +5.00 Maximum stamina: +12.00 Maximum hate: +2.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | grounding iron helm (0 def, 3 armour) grounding iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Daimudur [power 10] (15 cooldown) Daimudur [power 10] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 arcane / 4 blight Changes resistances: +3% blight Changes resistances penetration: +5% blight Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 10 and armour hardiness by 30%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
| Around neck | copper amulet 'Beladheth' copper amulet 'Beladheth'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Changes stats: +1 Str Changes resistances: +1% physical Critical mult.: +28.00% Physical save: +16 (+6 eff.) Maximum life: +30.00 Healing mod.: +10% Amulets can have magical properties. |
| In main hand | steel waraxe 'Emabeth' (126% power, 3 apr) steel waraxe 'Emabeth' (126% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +4 blight When wielded/worn: Armour penetration: +5 Physical crit. chance: +14.0% Damage when hit (Melee): 4 blight Changes stats: +2 Mag Critical mult.: +17.00% Spell save: +6 (+3 eff.) One-handed war axes. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 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. |
| In off hand | shocking steel shield (6 def, 2 armour, 100% power, 38 block) shocking steel shield (6 def, 2 armour, 100% power, 38 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 116% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 On weapon hit: * 10% chance to daze When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 6 lightning Damage when hit (Melee): 12 lightning Talent granted: +2 Block Handheld deflection devices. |
| Cloak | linen cloak 'Toruhir' (1 def, 0 armour) linen cloak 'Toruhir' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +7 Wil / +6 Mag Changes resistances penetration: +15% blight Changes damage: +9% arcane Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chamegund (3 def, 15 armour) Chamegund (3 def, 15 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +15 Defense: +3 (+2 eff.) Fatigue: +20% Changes stats: +4 Con Changes resistances: +11% arcane Spell save: +11 (+6 eff.) Life regen: +0.20 Healing mod.: +15% A suit of armour made of metal plates. |
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: 15 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 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. |
This item will automatically be transmogrified when you leave the level. biting gale rune (72 cold damage; 21 apply power)biting gale rune (72 cold damage; 21 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 71.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 21. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Morningbreak MorningbreakPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +1 Dex / +7 Mag / +2 Cun Changes resistances penetration: +5% light Infravision radius: +1 Amulets can have magical properties. |
Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 10 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
Volcanic Slasher (111% power, 5 apr) Volcanic Slasher (111% power, 5 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Burst (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
iron longsword (102% power, 2 apr) iron longsword (102% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
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 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
small tauntlets 'Dawncast' (0 def, 2 armour) small tauntlets 'Dawncast' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +7 Armour: +2 Changes stats: +3 Dex / +2 Mag / +5 Cun Changes resistances: +8% light / +6% darkness Talent granted: +1 Block Light radius: +2 Infravision radius: +1 Tauntlets behave like a shield, and allow you to block attacks. 11 block power. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. A turtle shell fit with a simple strap. It covers the entire forearm. |
small tauntlets of strength (+2) (0 def, 2 armour) small tauntlets of strength (+2) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Changes stats: +2 Str Talent granted: +1 Block Tauntlets behave like a shield, and allow you to block attacks. 9 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
iron mail armour of fire resistance (2 def, 4 armour) iron mail armour of fire resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% fire A suit of armour made of mail. |
spiked steel mail armour of acid resistance (2 def, 6 armour) spiked steel mail armour of acid resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 10 physical Changes resistances: +17% acid A suit of armour made of mail. |
Urthidur (4 def, 2 armour, 100% power, 20.5 block) Urthidur (4 def, 2 armour, 100% power, 20.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 102% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 Damage (Melee): +12 acid Burst (radius 2) on crit: +11 light / +11 darkness When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 11% chance to corrode armour Changes stats: +1 Con Changes resistances: +12% acid / +15% light / +6% darkness Talent granted: +1 Block Blindness immunity: +5% Disease immunity: +10% Silence immunity: +20% Only die when reaching: -40.00 life Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
flaming iron shield of lightning resistance (+16%) (4 def, 2 armour, 100% power, 18.5 block) flaming iron shield of lightning resistance (+16%) (4 def, 2 armour, 100% power, 18.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 101% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 Burst (radius 1) on hit: +11 fire When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 5 fire Damage when hit (Melee): 10 fire Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 100% power, 21.5 block) iron shield (4 def, 2 armour, 100% power, 21.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 100% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
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. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 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. |
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. |
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. |
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. |
7 zircon 7 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
Fear me not! (Nightmare (Roguelike) difficulty) (Uniques)
Survived the Fearscape!By THE WIND IS PUSHING MEEE the Draconian Bastion level 13
2nd Mirth 122nd year of Ascendancy at 21:06 see stats
Level 10 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 10.By THE WIND IS PUSHING MEEE the Draconian Bastion level 10
77th Pyre 122nd year of Ascendancy at 23:06 see stats
Size matters (Nightmare (Roguelike) difficulty) (Uniques)
Did over 600 damage in one attack.By THE WIND IS PUSHING MEEE the Draconian Bastion level 14
2nd Mirth 122nd year of Ascendancy at 22:04 see stats
The Arena (Nightmare (Roguelike) difficulty) (Uniques)
Unlocked Arena mode.By THE WIND IS PUSHING MEEE the Draconian Bastion level 10
77th Pyre 122nd year of Ascendancy at 23:08 see stats
Log
THE WIND IS PUSHING MEEE receives 18 healing.
Siliyavea the thief resists the mind attack!
Siliyavea the thief resists the mind attack!
Siliyavea the thief hits THE WIND IS PUSHING MEEE for (11 shield wall), 25 physical, , (5 shield wall), 10 physical, (14 shield wall), 30 physical, (2 shield wall), 4 acid, (5 shield wall), 10 physical (79 total damage).
THE WIND IS PUSHING MEEE hits Siliyavea the thief for 8 lightning, 2 mind, 6 blight, 10 arcane, (4 to psi shield), 2 physical, 8 lightning, 2 mind, 6 blight, 10 arcane, (4 to psi shield), 2 physical (55 total damage).
Numbing Poison from Siliyavea the thief hits THE WIND IS PUSHING MEEE for (4 shield wall), 8 nature (8 total damage).
Stoning Poison from Siliyavea the thief hits THE WIND IS PUSHING MEEE for (3 shield wall), 6 nature (6 total damage).
Siliyavea the thief resists the mind attack!
Siliyavea the thief's Beyond the Flesh hits THE WIND IS PUSHING MEEE for (3 shield wall), 5 physical, , (5 shield wall), 10 physical (15 total damage).
THE WIND IS PUSHING MEEE hits Siliyavea the thief for 8 lightning, 2 mind, 6 blight, 10 arcane, (4 to psi shield), 2 physical (28 total damage).
Siliyavea the thief uses Disarm.
Siliyavea the thief shrugs off the effect 'Intimidated'!
Siliyavea the thief resists the mind attack!
Siliyavea the thief resists the mind attack!
Siliyavea the thief hits THE WIND IS PUSHING MEEE for (14 shield wall), 29 physical, , (5 shield wall), 10 physical, (15 shield wall), 28 physical, (2 shield wall), 4 acid, (5 shield wall), 9 physical (80 total damage).
THE WIND IS PUSHING MEEE hits Siliyavea the thief for 8 lightning, 2 mind, 6 blight, 10 arcane, (4 to psi shield), 2 physical, 8 lightning, 2 mind, 6 blight, 10 arcane, (4 to psi shield), 2 physical (55 total damage).
Numbing Poison from Siliyavea the thief hits THE WIND IS PUSHING MEEE for (4 shield wall), 8 nature (8 total damage).
Stoning Poison from Siliyavea the thief hits THE WIND IS PUSHING MEEE for (3 shield wall), 6 nature (6 total damage).
Siliyavea the thief resists the mind attack!
Siliyavea the thief uses Skullcracker.
Siliyavea the thief shrugs off the effect 'Intimidated'!
Siliyavea the thief resists the mind attack!
THE WIND IS PUSHING MEEE wanders around!.
Siliyavea the thief's Beyond the Flesh hits THE WIND IS PUSHING MEEE for (3 shield wall), 7 physical, , (5 shield wall), 10 physical (16 total damage).
Siliyavea the thief hits THE WIND IS PUSHING MEEE for (26 shield wall), 50 physical, (5 shield wall), 9 physical (59 total damage).
THE WIND IS PUSHING MEEE hits Siliyavea the thief for 7 lightning, 2 mind, 5 blight, 8 arcane, (3 to psi shield), 2 physical, 7 lightning, 2 mind, 5 blight, 8 arcane, (3 to psi shield), 2 physical (44 total damage).
Siliyavea the thief uses Venomous Strike.
Saving game...
