Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.4.0Official 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. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 18 / 57% |
Size | small |
Lifes / Deaths | Killed by Polyrialevena the storm drake hatchling at level 10 on the 29th Dusk 122nd year of Ascendancy at 01:56 0 / 6Killed by dredge at level 17 on the 10th Haze 122nd year of Ascendancy at 14:10 Killed by dredge at level 18 on the 13rd Haze 122nd year of Ascendancy at 23:47 Killed by Belabeth the broken golem at level 18 on the 19th Haze 122nd year of Ascendancy at 09:24 Killed by worm that walks at level 18 on the 28th Haze 122nd year of Ascendancy at 13:12 Killed by worm that walks at level 18 on the 28th Haze 122nd year of Ascendancy at 14:29 |
Primary Stats
Strength | 19 (base 17) |
Dexterity | 43 (base 35) |
Constitution | 15 (base 10) |
Magic | 10 (base 10) |
Willpower | 18 (base 10) |
Cunning | 50 (base 41) |
Resources
Life | -82/448 |
Stamina | 146/171 |
Healing Factor | 0.8 |
Regeneration | 0.84 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +66.666666666667% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 15 |
See Invisible | 5 |
Offense: Mainhand
Damage | 62 |
Accuracy | 51 |
Crit Chance | 30% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 51 |
Crit Chance | 30% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 14% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 4 |
Physical Save | 27 |
Spell Save | 10 |
Mental Save | 24 |
Defense: Resistances
All | -20%( 73%) |
Defense: Immunities
Disarm Resistance | 31% |
Pinning Resistance | 22% |
Blind Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 286 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Acrobatics | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
talent | Numbing Poison |
talent | Lacerating Strikes |
talent | Crippling Poison |
detrimental effect | Slowed by 50% and taking 66 crushing damage per turn. Imploding (slow) |
detrimental effect | Huge cut that bleeds, doing 0.60 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 29.03 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 82.41 blight damage and spawn a carrion worm mass. |
detrimental effect | Immobilized by telekinetic forces. Immobilized |
detrimental effect | Huge cut that bleeds, doing 4.69 physical damage per turn. Bleeding |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target is recovering 20 life each turn. Recovery |
beneficial effect | Parrying melee attacks: Has a 23% chance to deflect up to 8 damage from the next 1.3 attack(s). Parrying |
beneficial effect | The target has 50% chance to evade melee attacks and gains 16 defense. Evasion |
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 |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Piercing Sight (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
Light source | Adowen the brass lantern Adowen the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes stats: +2 Dex Mental save: +5 (+3 eff.) Light radius: +2 See stealth: +5 See invisible: +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. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 18 power out of 30/30) : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.26 to 93.78 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
On hands | polar hardened leather gloves of dexterity (+3) (0 def, 2 armour) polar hardened leather gloves of dexterity (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +2 Damage (Melee): 6 cold Changes stats: +3 Dex Changes resistances: +6% cold Changes damage: +5% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 8 power out of 9/9) : Effective talent level: 2.0 Power cost: 8 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 63.78 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
On fingers | titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
On fingers | solipsist's gold ring of misery solipsist's gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +6 Cun / +5 Wil Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Mindpower: +7 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Around neck | Hanikalthothad the steel amulet Hanikalthothad the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +1 Physical power: +2 (+0 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: -4% Changes stats: +5 Str Changes resistances: +12% light / +13% darkness Changes resistances cap: +3% all Physical save: +19 (+10 eff.) Blindness immunity: +25% Life regen: +0.80 Only die when reaching: -80.00 life Amulets can have magical properties. |
In main hand | warbringer's dwarven-steel dagger (19-24.7 power, 7 apr) warbringer's dwarven-steel dagger (19-24.7 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Con Changes resistances penetration: +4% physical Disarm immunity: +8% Sharp, short and deadly. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | dwarven-steel dagger of amnesia (20-26 power, 7 apr) dwarven-steel dagger of amnesia (20-26 power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Sharp, short and deadly. |
Cloak | Issoromichik the linen cloak (1 def, 0 armour) Issoromichik the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% darkness / +3% fire Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | hardened leather armour of Toknor (3 def, 6 armour) hardened leather armour of Toknor (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Critical mult.: +11.00% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the duelist (575% speed; 6 turns)movement infusion of the duelist (575% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 575% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion of the duelist (resist 17%; cure magical)wild infusion of the duelist (resist 17%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune of the psychic (62 acid damage; dur 5; apply 31)acid wave rune of the psychic (62 acid damage; dur 5; apply 31) 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 61.60 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 31. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. 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. |
This item will automatically be transmogrified when you leave the level. creative thorny mindstar (9-9.9 power, 24 apr, nature damage)creative thorny mindstar (9-9.9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Critical mult.: +12.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots (0 def, 3 armour)pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A pair of boots made of leather. |
dwarven-steel helm 'Yarethel' (0 def, 4 armour) dwarven-steel helm 'Yarethel' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +5 Str / +2 Con Changes resistances: +5% lightning / +8% temporal / +9% fire Physical save: +7 (+4 eff.) Spell save: +25 (+17 eff.) Mental save: +8 (+4 eff.) Only die when reaching: -60.00 life It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 40.8 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. miner's dwarven-steel pickaxe (dig speed 24 turns)miner's dwarven-steel pickaxe (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 174 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
zircon 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
By Rogue I the Halfling Rogue level 9
13rd Dusk 122nd year of Ascendancy at 00:11 see stats
By Rogue I the Halfling Rogue level 18
14th Haze 122nd year of Ascendancy at 07:50 see stats
By Rogue I the Halfling Rogue level 10
27th Dusk 122nd year of Ascendancy at 15:36 see stats
By Rogue I the Halfling Rogue level 9
24th Dusk 122nd year of Ascendancy at 04:10 see stats
By Rogue I the Halfling Rogue level 9
10th Flare 122nd year of Ascendancy at 05:23 see stats
Log
Blade horror starts to bleed.
Devourer starts to bleed.
Blade horror's physical bleed area effect hits Worm that walks for 23 physical damage.
Blade horror's physical bleed area effect hits Devourer for 40 physical damage.
Blade horror's physical bleed area effect hits Devourer for 47 physical damage.
Blade horror's physical bleed area effect hits Blade horror for (23 to psi shield), 19 physical (19 total damage).
Blade horror's physical bleed area effect hits Rogue I for 56 physical damage.
Blade horror uses Implode.
Rogue I is being crushed.
Rogue I is bound by telekinetic forces!
Blade horror hits Rogue I for 67 physical damage.
Bleeding from Rogue I hits Worm that walks for 12 physical damage.
Crippling Poison from Rogue I hits Worm that walks for 16 nature damage.
Bleeding from Blade horror hits Blade horror for (2 to psi shield), 2 physical (2 total damage).
Bleeding from Blade horror hits Devourer for 4 physical damage.
Bleeding from Blade horror hits Devourer for 5 physical damage.
Rogue I evades Devourer.
Rogue I uses Dirty Fighting.
Rogue I performs a melee critical strike against Worm that walks!
Worm that walks is disabled.
Worm that walks is poisoned!
Worm that walks resists the stun and Rogue I quickly regains its footing!
Rogue I hits Worm that walks for 42 physical, 6 cold, 1 physical, , , 20 physical, 6 cold, 1 physical, , (77 total damage).
Worm that walks has temporarily forgotten Blindside!
Rogue I hits Worm that walks for 35 physical, 6 cold, 1 physical, , , 32 physical, 6 cold, 1 physical, , (81 total damage).
Devourer tries to bite Rogue I with razor sharp teeth!
Devourer misses Rogue I.
Rogue I resists the cut!
Saving game...