Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. 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 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando 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: Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Replace Swift Hands 1.3.1 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. 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: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Subrace Pack 1.3.1Adds in some random subraces. Power levels may vary. 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. Nur Kit 1.3.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ambush Escape 1.3.0Gives the player an option to escape the orc ambush without fighting. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Improved Auto-explore and Rest 1.3.1Quality 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. Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. 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. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Utility Supplies 1.3.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Enhanced Wield Replace 1.1.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Items Vault 1.3.0Donators/Buyers bonus! Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. ZOmnibus Addon Pack 1.3.0Combines 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: Pragmatic Heroism 1.1.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Elemental Woes 1.2.5This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: 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. Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Prismatic Golem |
Class | Adventurer |
Level / Exp | 62 / 48% |
Size | medium |
Lifes / Deaths | Killed by orc necromancer at level 3 on the 26th Dusk 122nd year of Ascendancy at 21:11 / 62Killed by orc necromancer at level 3 on the 26th Dusk 122nd year of Ascendancy at 22:04 Killed by orc necromancer at level 3 on the 26th Dusk 122nd year of Ascendancy at 22:09 Killed by icy orc wyrmic at level 3 on the 26th Dusk 122nd year of Ascendancy at 22:55 Killed by orc necromancer at level 3 on the 27th Dusk 122nd year of Ascendancy at 00:25 Killed by orc necromancer at level 3 on the 27th Dusk 122nd year of Ascendancy at 01:18 Killed by orc necromancer at level 3 on the 27th Dusk 122nd year of Ascendancy at 02:38 Killed by Nerura the copperhead snake at level 13 on the 13rd Haze 122nd year of Ascendancy at 12:55 Killed by skeleton mage at level 16 on the 14th Haze 122nd year of Ascendancy at 09:22 Killed by Vorethra the bandit at level 18 on the 77th Haze 122nd year of Ascendancy at 19:47 Killed by Vorethra the bandit at level 19 on the 78th Haze 122nd year of Ascendancy at 01:39 Killed by Vorethra the bandit at level 19 on the 78th Haze 122nd year of Ascendancy at 07:28 Killed by Bethyyanor the ghast at level 20 on the 80th Haze 122nd year of Ascendancy at 13:40 Killed by Silytira the bone giant at level 21 on the 80th Haze 122nd year of Ascendancy at 20:24 Killed by golem (servant of Xann) at level 21 on the 1st Decay 122nd year of Ascendancy at 02:40 Killed by Aeronne the vampire at level 21 on the 1st Decay 122nd year of Ascendancy at 08:49 Killed by golem (servant of Xann) at level 21 on the 1st Decay 122nd year of Ascendancy at 13:39 Killed by Aeronne the vampire at level 21 on the 1st Decay 122nd year of Ascendancy at 17:47 Killed by Silegatta the ghoul at level 21 on the 2nd Decay 122nd year of Ascendancy at 03:36 Killed by pitcher plant at level 21 on the 2nd Decay 122nd year of Ascendancy at 05:58 Killed by Aeremira the armoured skeleton warrior at level 22 on the 2nd Decay 122nd year of Ascendancy at 19:10 Killed by Xanuthra the skeleton mage at level 23 on the 3rd Decay 122nd year of Ascendancy at 02:15 Killed by Arowyn the ghoulking at level 24 on the 3rd Decay 122nd year of Ascendancy at 06:56 Killed by skeleton archer at level 24 on the 3rd Decay 122nd year of Ascendancy at 14:30 Killed by Celia at level 25 on the 4th Decay 122nd year of Ascendancy at 03:34 Killed by skeleton archer at level 25 on the 4th Decay 122nd year of Ascendancy at 09:36 Killed by Celia at level 25 on the 4th Decay 122nd year of Ascendancy at 15:22 Killed by Celia at level 25 on the 4th Decay 122nd year of Ascendancy at 21:25 Killed by Emelama the venom drake hatchling at level 32 on the 9th Regrowth 123rd year of Ascendancy at 13:00 Killed by Emelama the venom drake hatchling at level 34 on the 9th Regrowth 123rd year of Ascendancy at 19:18 Killed by Emelama the venom drake hatchling at level 34 on the 10th Regrowth 123rd year of Ascendancy at 02:03 Killed by golem (servant of Xann) at level 44 on the 11st Regrowth 123rd year of Ascendancy at 17:20 Killed by golem (servant of Xann) at level 44 on the 12nd Regrowth 123rd year of Ascendancy at 03:34 Killed by Urkis, the High Tempest at level 48 on the 13rd Regrowth 123rd year of Ascendancy at 00:59 Killed by Urkis, the High Tempest at level 48 on the 13rd Regrowth 123rd year of Ascendancy at 19:05 Killed by Urkis, the High Tempest at level 48 on the 14th Regrowth 123rd year of Ascendancy at 05:57 Killed by Urkis, the High Tempest at level 48 on the 14th Regrowth 123rd year of Ascendancy at 15:32 Killed by Salimina the ultimate gwelgoroth at level 48 on the 15th Regrowth 123rd year of Ascendancy at 02:30 Killed by golem (servant of Xann) at level 54 on the 46th Regrowth 123rd year of Ascendancy at 07:49 Killed by golem (servant of Xann) at level 55 on the 46th Regrowth 123rd year of Ascendancy at 11:24 Killed by elven blood mage at level 56 on the 46th Regrowth 123rd year of Ascendancy at 23:16 Killed by Xann at level 56 on the 47th Regrowth 123rd year of Ascendancy at 01:49 Killed by Xann at level 56 on the 47th Regrowth 123rd year of Ascendancy at 05:16 Killed by golem (servant of Xann) at level 56 on the 47th Regrowth 123rd year of Ascendancy at 08:24 Killed by unknown at level 57 on the 47th Regrowth 123rd year of Ascendancy at 11:31 Killed by golem (servant of Xann) at level 57 on the 47th Regrowth 123rd year of Ascendancy at 14:00 Killed by elven corruptor at level 57 on the 47th Regrowth 123rd year of Ascendancy at 16:00 Killed by Grand Corruptor at level 57 on the 47th Regrowth 123rd year of Ascendancy at 17:27 Killed by Grand Corruptor at level 57 on the 47th Regrowth 123rd year of Ascendancy at 19:22 Killed by Grand Corruptor at level 57 on the 47th Regrowth 123rd year of Ascendancy at 22:05 Killed by Grand Corruptor at level 57 on the 48th Regrowth 123rd year of Ascendancy at 00:05 Killed by Grand Corruptor at level 57 on the 48th Regrowth 123rd year of Ascendancy at 01:47 Killed by Salutira the elven cultist at level 57 on the 48th Regrowth 123rd year of Ascendancy at 04:49 Killed by golem (servant of Xann) at level 57 on the 48th Regrowth 123rd year of Ascendancy at 07:40 Killed by golem (servant of Xann) at level 57 on the 48th Regrowth 123rd year of Ascendancy at 11:18 Killed by golem (servant of Xann) at level 57 on the 48th Regrowth 123rd year of Ascendancy at 13:11 Killed by Salutira the elven cultist at level 57 on the 48th Regrowth 123rd year of Ascendancy at 14:48 Killed by Salutira the elven cultist at level 57 on the 48th Regrowth 123rd year of Ascendancy at 17:31 Killed by Salutira the elven cultist at level 58 on the 48th Regrowth 123rd year of Ascendancy at 20:05 Killed by Salutira the elven cultist at level 58 on the 49th Regrowth 123rd year of Ascendancy at 01:56 Killed by elven blood mage at level 58 on the 49th Regrowth 123rd year of Ascendancy at 03:37 Killed by golem (servant of Xann) at level 62 on the 69th Regrowth 123rd year of Ascendancy at 06:43 |
Primary Stats
Strength | 111 (base 61) |
Dexterity | 120 (base 52) |
Constitution | 70 (base 62) |
Magic | 80 (base 56) |
Willpower | 80 (base 44) |
Cunning | 70 (base 36) |
Resources
Life | 1850/1850 |
Mana | 661/661 |
Stamina | 448/448 |
Healing Factor | 1.5 |
Regeneration | 13.936105635214 |
Speed
Mental | +10% |
Attack | +10% |
Movement | -66.666666666667% |
Spell | +10% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 12 |
See Invisible | 18 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 104 |
Accuracy | 81 |
Crit Chance | 23% |
APR | 6 |
Speed | 0.91 |
Offense: Spell
Spellpower | 66.033947575119 |
Crit Chance | 27% |
Speed | 0.90909090909091 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 49.333333333333 |
Crit Chance | 19% |
Speed | 0.90909090909091 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 58.207579383971 (92%) |
Defense | 52.502526461324 |
Ranged Defense | 52.502526461324 |
Fatigue | 0 |
Physical Save | 60.54375 |
Spell Save | 61.20625 |
Mental Save | 55.108333333333 |
Defense: Resistances
All | + 17%( 70%) |
Defense: Immunities
Silence Resistance | 29% |
Bleed Resistance | 100% |
Confusion Resistance | 88% |
Instadeath Resistance | 100% |
Stun Resistance | 68% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 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 174.00 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 59. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 462 damage for 7 turns. |
Runes | Effective talent level: 1.0 Rune: EnchantmentUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 11 turns. This enchantment increases your accuracy and armour by 42 and adds 58 arcane damage to all your hits. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Bloodthirst | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Solar alchemy | 1.00 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat veteran | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Advanced-golemancy | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Advanced staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.00 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Spell / Enhancement | 1.60 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Golemancy | 1.00 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Staff combat | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 4/5 |
Spell / Stone alchemy | 1.00 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Fiery Hands |
talent | Arcane Power |
talent | Defensive Posture |
talent | Solar Infusion |
talent | Shock Hands |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Willpower by +1. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed naga tongue. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bear paw. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within19 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Mayiba' (0 def, 3 armour) pair of hardened leather boots 'Mayiba' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +11 Mag / +3 Wil Changes resistances: +20% fire / +5% arcane / +18% cold Changes damage: +9% mind Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Physical save: +10 (+2 eff.) Spell save: +15 (+4 eff.) Mental save: +10 (+3 eff.) Silence immunity: +29% Confusion immunity: +32% Stun/Freeze immunity: +38% Lowers spell cool-downs by: 10% Infravision radius: +2 It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 14 turns. A pair of boots made of leather. Press to compare |
Quiver | 14 alchemist turquoise 14 alchemist turquoise0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Additional 40 acid damage When used in a prism: Additional 40 acid damage Gems can be sold for money or used in arcane rituals. Press to compare |
Light source | survivor's brass lantern survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+1 eff.) Light radius: +2 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
On head | Beothel the dwarven-steel helm (0 def, 4 armour) Beothel the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +2% Changes stats: +5 Str / +6 Dex / +5 Mag / +5 Wil / +3 Con Changes resistances: +15% darkness / +3% physical Changes damage: +10% blight / +8% arcane Maximum encumbrance: +10 Life regen: +0.60 Spell crit. chance: +3% Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Crystal-imbued Gem | bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. Press to compare |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +8 Mag / +8 Wil / +10 Cun / +2 Con Changes resistances: +3% nature / +6% fire Changes resistances penetration: +15% fire Changes damage: +12% nature Grants telepathy: Dragon Mental save: +15 (+5 eff.) Confusion immunity: +26% Spellpower: +15 (+4 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Press to compare |
On fingers | Islyreldawyn IslyreldawynPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * 19% chance to blind Effects on ranged hit: * 13% chance to blind Changes stats: +5 Cun / +1 Wil Changes resistances: +14% acid / +14% cold / +16% fire / +5% arcane / +14% lightning Grants telepathy: Dragon Critical mult.: +10.00% Mindpower: +4 (+1 eff.) Rings can have magical properties. Press to compare |
Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 300, based on Magic) for 10 turns, costing 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. Press to compare |
In main hand | infernal dragonbone magestaff (30-36 power, 6 apr, arcane element) infernal dragonbone magestaff (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 29 fire Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +21 (+5 eff.) Spell crit. chance: +5% See invisible: +18 Staves designed for wielders of magic, by the greats of the art. Press to compare |
On hands | brawler's voratun gauntlets of dexterity (+3) (0 def, 3 armour) brawler's voratun gauntlets of dexterity (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +3 Changes stats: +3 Str / +6 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +15 Physical crit. chance: +21.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Main armor | Relgarim (9 def, 16 armour) Relgarim (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +13 Wil / +13 Cun / +1 Con Changes resistances: +7% physical Physical save: +30 (+8 eff.) Mental save: +28 (+8 eff.) Stamina each turn: +0.80 Maximum stamina: +10.00 A suit of armour made of metal plates. Press to compare |
Cloak | enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." Press to compare |
Inventory
This item will automatically be transmogrified when you leave the level. infusion patch of light healinginfusion patch of light healing Infused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
voratun battleaxe 'Breneldil' (57-85.5 power, 4 apr) voratun battleaxe 'Breneldil' (57-85.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 temporal / +26 nature / +20 darkness Burst (radius 2) on crit: +21 fire Damage against: +28% Living When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +16 Physical crit. chance: +20.0% Physical power: +17 (+4 eff.) Damage when hit (Melee): 8 blight / 4 arcane Changes stats: +10 Str / +2 Con Changes resistances: +9% blight / +6% mind / +5% arcane Changes resistances penetration: +20% fire / +16% physical Changes damage: +39% physical Stamina when hit: +4.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Light radius: +1 Global speed: +7% Massive two-handed battleaxes. Press to compare |
voratun mace 'Elaganne' (46.5-65.1 power, 6 apr) voratun mace 'Elaganne' (46.5-65.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +15 lightning When wielded/worn: Armour penetration: +29 Physical crit. chance: +40.0% Physical power: +15 (+4 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +6% mind Changes resistances penetration: +22% physical / +15% mind / +10% darkness Changes damage: +15% physical Critical mult.: +14.00% Physical save: +27 (+7 eff.) Mental save: +3 (+1 eff.) Poison immunity: +5% Stun/Freeze immunity: +15% Blunt and deadly. Press to compare |
gifted living mindstar of nightfall (16.5-18.15 power, 40 apr, mind damage) gifted living mindstar of nightfall (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness Changes resistances penetration: +11% darkness Changes damage: +15% darkness Talent mastery: +0.10 Cursed / Darkness Blindness immunity: +19% Mindpower: +16 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
horrifying living mindstar (16-17.6 power, 40 apr, mind damage) horrifying living mindstar (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 mind / 8 darkness Changes damage: +4% mind / +6% darkness Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
elven-wood longbow 'Chamesadan' elven-wood longbow 'Chamesadan'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +18 lightning / +16 cold When wielded/worn: Ammo reloads per turn: +7 Changes stats: +4 Str / +8 Mag / +1 Cun Changes resistances penetration: +26% temporal / +24% physical Changes damage: +13% lightning / +15% temporal / +16% cold / +16% physical Grants telepathy: Humanoid/Orc Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. Press to compare |
Erefast the drakeskin leather sling Erefast the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +16 fire When wielded/worn: Physical crit. chance: +1.0% Physical power: +6 (+2 eff.) Fatigue: -4% Changes stats: +3 Dex / +1 Wil / +5 Cun Changes resistances penetration: +25% physical Changes damage: +9% blight / +18% fire / +18% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Mana when firing critical spell: +3.00 Maximum mana: +60.00 Spell crit. chance: +2% Slings are used to hurl stones or metal shots at your foes. Press to compare |
acidic quiver of dragonbone arrows of paradox (22/22, 57-79.8 power, 18 apr) acidic quiver of dragonbone arrows of paradox (22/22, 57-79.8 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 57.0 - 79.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 On weapon hit: * 5% chance to gain 10% of a turn On weapon crit: * splashes the target with acid Damage (Ranged): +9 acid / +11 temporal Arrows are used with bows to pierce your foes to death. Press to compare |
Lisitira the Willowreek (19/19, 64-76.8 power, 7 apr) Lisitira the Willowreek (19/19, 64-76.8 power, 7 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 64.0 - 76.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +23.0% Capacity: 19 On weapon crit: * splashes the target with acid * cripple the target Travel speed: +200% Damage (Ranged): +10 darkness / +6 acid Burst (radius 1) on hit: +16 nature Burst (radius 2) on crit: +4 physical Damage against: +9% Living When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. Press to compare |
Gydalaith the woollen robe (0 def, 0 armour) Gydalaith the woollen robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Changes stats: +7 Str / +3 Dex / +11 Mag / +10 Wil / +3 Cun / +6 Con Changes resistances: +7% lightning / +7% cold Changes damage: +9% lightning / +9% physical / +9% nature / +11% cold Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Poison immunity: +29% Disease immunity: +28% Mana each turn: +0.20 Psi each turn: +0.18 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Chargerigor (7 def, 13 armour) Chargerigor (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 15 physical / 12 temporal Changes stats: +5 Cun / +5 Wil Changes resistances: +9% lightning / +9% physical Changes resistances penetration: +20% lightning Changes damage: +3% lightning / +12% temporal Physical save: +15 (+4 eff.) Mental save: +18 (+6 eff.) Life regen: +5.50 Stamina each turn: +1.40 A suit of armour made of metal plates. Press to compare |
Halizilaramnir (7 def, 19 armour) Halizilaramnir (7 def, 19 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +19 Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +5 Str / +5 Dex / +20 Wil / +3 Cun / +4 Con Changes resistances: +12% acid / +14% temporal / -27% light / +26% lightning / +30% blight / +15% fire / +10% cold / +7% all Grants telepathy: Demon/Minor Demon/Major Physical save: +15 (+4 eff.) Mental save: +25 (+7 eff.) Life regen: +6.00 Maximum life: +20.00 Maximum stamina: +15.00 Light radius: +3 Infravision radius: +4 A cap made of leather. Press to compare |
This item will automatically be transmogrified when you leave the level. flint wardstone of the delverflint wardstone of the delver Requires: - Magic 20 Powered by arcane forces 1.00 Encumbrance. Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Changes resistances: +10% fire / +9% darkness / +10% physical Reduce damage by fixed amount: +3 all Maximum wards: +2 fire / +2 darkness / +2 physical Talent granted: +3 Ward Light radius: +3 Slows Projectiles: +20% Handheld warding devices |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% When used as an alchemist bomb: Life regen 2% of max life Gems can be sold for money or used in arcane rituals. Press to compare |
2 agate 2 agate0.00 Encumbrance. Type: gem / blue ; 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 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Press to compare |
verdite verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Additional 10 acid damage Gems can be sold for money or used in arcane rituals. Press to compare |
3 malachite 3 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Additional 20 acid damage Gems can be sold for money or used in arcane rituals. Press to compare |
small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used as an alchemist bomb: Additional 20 physical damage Gems can be sold for money or used in arcane rituals. Press to compare |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. Press to compare |
zircon zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all When used as an alchemist bomb: 30% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. Press to compare |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. Press to compare |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used as an alchemist bomb: Additional 60 fire burn damage Gems can be sold for money or used in arcane rituals. Press to compare |
2 geode 2 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used as an alchemist bomb: Additional 30 physical damage Gems can be sold for money or used in arcane rituals. Press to compare |
2 obsidian 2 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% When used as an alchemist bomb: Life regen 8% of max life Gems can be sold for money or used in arcane rituals. Press to compare |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. Press to compare |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used as an alchemist bomb: Additional 40 acid damage Gems can be sold for money or used in arcane rituals. Press to compare |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used as an alchemist bomb: Additional 75 fire burn damage Gems can be sold for money or used in arcane rituals. Press to compare |
large geode large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used as an alchemist bomb: Additional 40 physical damage Gems can be sold for money or used in arcane rituals. Press to compare |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. Press to compare |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Additional 40 bright light damage Gems can be sold for money or used in arcane rituals. Press to compare |
black pearl black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. Press to compare |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: Additional 50 acid damage Gems can be sold for money or used in arcane rituals. Press to compare |
fire opal fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 50 bright light damage Gems can be sold for money or used in arcane rituals. Press to compare |
50 alchemist agate 50 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)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 114 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 Xann the Prismatic Golem Adventurer level 50
41st Regrowth 123rd year of Ascendancy at 02:50 see stats
By Xann the Prismatic Golem Adventurer level 48
15th Regrowth 123rd year of Ascendancy at 01:12 see stats
By Xann the Prismatic Golem Adventurer level 10
12nd Haze 122nd year of Ascendancy at 22:33 see stats
By Xann the Prismatic Golem Adventurer level 20
79th Haze 122nd year of Ascendancy at 22:55 see stats
By Xann the Prismatic Golem Adventurer level 30
9th Regrowth 123rd year of Ascendancy at 03:57 see stats
By Xann the Prismatic Golem Adventurer level 40
11st Regrowth 123rd year of Ascendancy at 00:36 see stats
By Xann the Prismatic Golem Adventurer level 50
30th Regrowth 123rd year of Ascendancy at 08:56 see stats
By Xann the Prismatic Golem Adventurer level 11
13rd Haze 122nd year of Ascendancy at 05:52 see stats
By Xann the Prismatic Golem Adventurer level 19
78th Haze 122nd year of Ascendancy at 22:08 see stats
By Xann the Prismatic Golem Adventurer level 40
11st Regrowth 123rd year of Ascendancy at 03:03 see stats
By Xann the Prismatic Golem Adventurer level 56
47th Regrowth 123rd year of Ascendancy at 01:49 see stats
By Xann the Prismatic Golem Adventurer level 51
45th Regrowth 123rd year of Ascendancy at 22:59 see stats
By Xann the Prismatic Golem Adventurer level 28
2nd Allure 123rd year of Ascendancy at 04:21 see stats
By Xann the Prismatic Golem Adventurer level 49
15th Regrowth 123rd year of Ascendancy at 15:40 see stats
Log
Talent Supercharge Golem is ready to use.
Talent Adrenaline Surge is ready to use.
Talent Evasion is ready to use.
Talent Solar Infusion is ready to use.
Talent Defensive Posture is ready to use.
Talent Arcane Power is ready to use.
Rested for 23 turns (stop reason: all resources and life at maximum).
Xann activates Defensive Posture.
Xann activates Solar Infusion.
Xann activates Arcane Power.
Xann activates Fiery Hands.
Xann activates Shock Hands.
Xann activates Daunting Presence.
Xann casts Extract Gems.
You extract moonstone from gloomy stralite ritual blade of crippling (22-28.6 power, 9 apr)
You have no more inscription slots.
You are now inscribed with Rune: Shielding.
Resting starts...
Talent Rune: Shielding is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
Xann deactivates Daunting Presence.
Xann deactivates Arcane Power.
Xann deactivates Solar Infusion.
Xann deactivates Defensive Posture.
Xann deactivates Fiery Hands.
Xann deactivates Shock Hands.