Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
OldRPG Revival Tileset - 7 of 9 1.3.3 OldRPG Revival Tileset - 3 of 9 1.3.3 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
OldRPG Revival Tileset - 1 of 9 1.3.3 OldRPG Revival - Achievements 2 of 2 1.3.2 Items Vault 1.4.8Donators/Buyers bonus! OldRPG Revival - Achievements 1 of 2 1.3.2 OldRPG Revival Tileset - 4 of 9 1.3.3 OldRPG Revival - UI 1.3.2 OldRPG Revival Tileset - 9 of 9 1.3.3 OldRPG Revival Tileset - 6 of 9 1.3.3 OldRPG Revival Tileset - 5 of 9 1.3.3 OldRPG Revival Tileset - 8 of 9 1.3.3 OldRPG Revival Tileset - 2 of 9 1.3.3 Improved Auto-explore and Rest 1.4.9Quality 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. OldRPG Revival - Particles 1 of 2 1.3.2 ZOmnibus Addon Pack 1.4.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: OldRPG Revival - Particles 2 of 2 1.3.2 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Alchemist |
| Level / Exp | 12 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Poridheda the blue ooze at level 12 on the 32nd Dusk 122nd year of Ascendancy at 07:05 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 27 (base 27) |
| Magic | 38 (base 37) |
| Willpower | 23 (base 11) |
| Cunning | 12 (base 10) |
Resources
| Life | -14/349 |
| Mana | 102/192 |
| Healing Factor | 0.85894982108679 |
| Regeneration | 35.637828076891 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 2 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 6 |
| Crit Chance | 2% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 14.087020021213 (30%) |
| Defense | 27 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 20 |
| Mental Save | 24 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Pinning Resistance | 20% |
| Blind Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 206 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Explosive admixtures | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Fire alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Acid Infusion |
| talent | Defensive Posture |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 3.14 nature damage per turn and decreasing all heals received by 27%. Insidious Poison |
| beneficial effect | The target is recovering 14 life each turn. Recovery |
| beneficial effect | A flow of life spins around the target, regenerating 41.24 life per turn. Regeneration |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed green worm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | [vs. traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) (On feet)] traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +3 (+1 eff.) (-) Ranged Defense: +3 (+2 eff.) (-) Fatigue: -3% (-) Maximum encumbrance: +21 (-) Physical save: +5 (+2 eff.) (-) A pair of boots made of leather. |
| Quiver | [vs. 196 alchemist ametrine (Quiver)] 196 alchemist ametrine196 alchemist ametrine 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
| Light source | [vs. brass lantern of health (Light source)] brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +45.00 (-) Light radius: +2 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Cloud Caller (0 def, 0 armour) (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 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.27 to 87.82 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| Tool | [vs. Eye of the Dreaming One (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+6 eff.) (-) Mindpower: +5 (+2 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | [vs. psionicist's copper ring of tenacity (On fingers, 1 of 2)] psionicist's copper ring of tenacitypsionicist's copper ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Mental save: +6 (+3 eff.) (-) Disarm immunity: +20% (-) Pinning immunity: +20% (-) Knockback immunity: +20% (-) Maximum life: +20.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. psionicist's copper ring of tenacity (On fingers, 1 of 2)] warrior's copper ring of powerwarrior's copper ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +6 Changes stats: +3 Str / +0(-3) Wil Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-20.00) Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Ivuna the rough leather belt (Around waist)] Ivuna the rough leather beltIvuna the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) (-) Changes resistances penetration: +5%(-) mind Changes damage: +9%(-) blight Stealth bonus: +6 (-) Maximum hate: +2.00 (-) Mental crit. chance: +2% (-) A belt that goes around your waist. |
| In main hand | [vs. Kor's Fall (100% power, 0 apr, darkness element) (In main hand, 1 of 2)] Kor's Fall (100% power, 0 apr, darkness element)Kor's Fall (100% power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 (-) Crit. chance: +1.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) acid / +10%(-) fire / +10%(-) darkness / +10%(-) blight Talent masteries: +0.10(-) Corruption / Bone Talents granted: +1.00(-) Command Staff Spellpower: +7 (+3 eff.) (-) Spell crit. chance: +8% (-) See invisible: +2 (-) It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 94.05 physical damage to all targets in line, and inflicting bleeding for another 47.03 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. Tap to cycle through comparison choices |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)] Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Mindpower: +2 (+1 eff.) (-) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 39.69 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | [vs. Silk Current (12 def, 0 armour) (Main armor, 1 of 2)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) (-) Damage when hit (Melee): 10(-) cold Changes resistances: +15%(-) cold Changes resistances penetration: +8%(-) cold Changes damage: +10%(-) cold Talent masteries: +0.10(-) Spell / Water Spellpower: +4 (+2 eff.) (-) Movement speed: +15% (-) This deep blue robe flows and ripples as if pushed by an invisible tide. Tap to cycle through comparison choices |
| Cloak | [vs. enveloping linen cloak of the Shaloren (7 def, 0 armour) (Cloak)] enveloping linen cloak of the Shaloren (7 def, 0 armour)enveloping linen cloak of the Shaloren (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) (-) Changes stats: +1(-) Wil / +1(-) Mag Physical save: +6 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. starlit steel amulet of dexterity (+2) (Around neck)] starlit steel amulet of dexterity (+2)starlit steel amulet of dexterity (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2(-) Dex Changes resistances: +13%(-) light / +12%(-) darkness Blindness immunity: +24% (-) Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 55) healing infusion of the sneak (heal 55)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 55 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning 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. |
insidious poison infusion of the sneak (15 nature damage, 20% healing reduction) insidious poison infusion of the sneak (15 nature damage, 20% healing reduction)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: 3 Cooldown: 26 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 15.00 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Rune: Phase Door [phase door rune of the warrior (range 8; power 23; dur 3)] (on body of Max (servant of Maya))] phase door rune of the duelist (range 6; power 18; dur 3)phase door rune of the duelist (range 6; power 18; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6(-2). Afterwards you stay out of phase for 3(-) turns. In this state all new negative status effects duration is reduced by 18%(-6%), your defense is increased by 18(-6) and all your resistances by 18%(-6%). Its effects scale with your -Strength, +Dexterity 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. |
[vs. starlit steel amulet of dexterity (+2) (Around neck)] copper amuletcopper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-2) Dex Changes resistances: +0%(-13%) light / +0%(-12%) darkness Blindness immunity: +0% (-24%) Amulets can have magical properties. |
[vs. starlit steel amulet of dexterity (+2) (Around neck)] copper amulet of constitution (+2)copper amulet of constitution (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-2) Dex / +2 Con Changes resistances: +0%(-13%) light / +0%(-12%) darkness Blindness immunity: +0% (-24%) Amulets can have magical properties. |
[vs. starlit steel amulet of dexterity (+2) (Around neck)] insulating copper amuletinsulating copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-2) Dex Changes resistances: +0%(-12%) darkness / +11% cold / +0%(-13%) light / +13% fire Blindness immunity: +0% (-24%) Amulets can have magical properties. |
[vs. starlit steel amulet of dexterity (+2) (Around neck)] starlit copper amulet of cunning (+2)starlit copper amulet of cunning (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun / +0(-2) Dex Changes resistances: +10%(-3%) light / +10%(-2%) darkness Blindness immunity: +20% (-4%) Amulets can have magical properties. |
[vs. psionicist's copper ring of tenacity (On fingers, 1 of 2)] copper ringcopper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-20.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. psionicist's copper ring of tenacity (On fingers, 1 of 2)] mule's copper ring of lightning (+20%)mule's copper ring of lightning (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +0(-3) Wil Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +22 Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-20.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Kor's Fall (100% power, 0 apr, darkness element) (In main hand, 1 of 2)] Runirain the elm starstaff (100% power, 2 apr, darkness element)Runirain the elm starstaff (100% power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (+2) Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) On weapon hit: * 20% chance to disease (+20%) When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +6% mind Changes resistances penetration: +15% blight Changes damage: +0%(-10%) acid / +0%(-10%) fire / +10%(-) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1.00(-) Command Staff Spellpower: +3 (+1 eff.) (-4 (-2 eff.)) Spell crit. chance: +7% (-1%) See invisible: +0 (-2) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Kor's Fall (100% power, 0 apr, darkness element) (In main hand, 1 of 2)] Umbrarigor the elm magestaff (100% power, 2 apr, arcane element)Umbrarigor the elm magestaff (100% power, 2 apr, arcane element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (+2) Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) On weapon hit: * 20% chance to inflict 15% damage reduction (+20%) When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 5% chance to blind Changes resistances: +6% lightning / +3% light / +6% blight Changes damage: +0%(-10%) acid / +0%(-10%) darkness / +0%(-10%) blight / +0%(-10%) fire / +10% arcane Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1.00(-) Command Staff Spellpower: +3 (+1 eff.) (-4 (-2 eff.)) Spell crit. chance: +1% (-7%) Light radius: +2 See invisible: +0 (-2) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 58.92 light damage. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Kor's Fall (100% power, 0 apr, darkness element) (In main hand, 1 of 2)] shimmering elm magestaff (100% power, 2 apr, fire element)This item will automatically be transmogrified when you leave the level. shimmering elm magestaff (100% power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (+2) Crit. chance: +2.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) acid / +10%(-) fire / +0%(-10%) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1.00(-) Command Staff Mana each turn: +0.11 Maximum mana: +33.00 Spellpower: +3 (+1 eff.) (-4 (-2 eff.)) Spell crit. chance: +1% (-7%) See invisible: +0 (-2) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Kor's Fall (100% power, 0 apr, darkness element) (In main hand, 1 of 2)] ash magestaff of fate (111% power, 3 apr, lightning element)This item will automatically be transmogrified when you leave the level. ash magestaff of fate (111% power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (+11%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (+3) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +15% lightning / +0%(-10%) darkness / +0%(-10%) blight / +0%(-10%) fire / +0%(-10%) acid Talent mastery: +0.00(-0.10) Corruption / Bone Talents granted: +1.00(-) Command Staff Physical save: +5 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Spellpower: +6 (+3 eff.) (-1 (+0 eff.)) Spell crit. chance: +7% (-1%) See invisible: +0 (-2) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Kor's Fall (100% power, 0 apr, darkness element) (In main hand, 1 of 2)] Mayarima the iron mace (104% power, 2 apr)Mayarima the iron mace (104% power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 105% (+5%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (+2) Crit. chance: +0.5% (-1.0%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +5 acid When wielded/worn: Changes resistances: +6% nature / +9% temporal Changes damage: +0%(-10%) acid / +0%(-10%) fire / +0%(-10%) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Corruption / Bone Talent granted: +0(+-1) Command Staff Disease immunity: +5% Silence immunity: +5% Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) Spell crit. chance: +0% (-8%) See invisible: +0 (-2) Blunt and deadly. Tap to cycle through comparison choices |
[vs. Kor's Fall (100% power, 0 apr, darkness element) (In main hand, 1 of 2)] stralite waraxe 'Ereludurek' (141% power, 5 apr)This item will automatically be transmogrified when you leave the level. stralite waraxe 'Ereludurek' (141% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 142% (+42%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (+5) Crit. chance: +6.5% (+5.0%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +9 acid / +18 temporal / +22 nature Burst (radius 1) on hit: +4 temporal When wielded/worn: Changes stats: +3 Cun / +1 Dex Changes damage: +0%(-10%) acid / +0%(-10%) fire / +0%(-10%) darkness / +0%(-10%) blight Talent mastery: +0.00(-0.10) Corruption / Bone Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) Spell crit. chance: +0% (-8%) See invisible: +6 (+4) One-handed war axes. Tap to cycle through comparison choices |
[vs. 196 alchemist ametrine (Quiver)] high-capacity pouch of steel shots of wind (38/38, 115% power, 2 apr)This item will automatically be transmogrified when you leave the level. high-capacity pouch of steel shots of wind (38/38, 115% power, 2 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 115% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 38 On weapon hit: + 10% chance to create an air burst Travel speed: +200% When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
[vs. Silk Current (12 def, 0 armour) (Main armor, 1 of 2)] Gleamviper (2 def, 6 armour)Gleamviper (2 def, 6 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) (-10 (-5 eff.)) Fatigue: +7% Damage when hit (Melee): 4 light / 0(-10) cold Changes resistances: +5% acid / +40%(+25%) cold / +5% arcane Changes resistances penetration: +0%(-8%) cold Changes damage: +6% light / +0%(-10%) cold Talent mastery: +0.00(-0.10) Spell / Water Allows you to breathe in: water Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Movement speed: +0% (-15%) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. enveloping linen cloak of the Shaloren (7 def, 0 armour) (Cloak)] thick linen cloak (1 def, 5 armour)thick linen cloak (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) (-6 (-3 eff.)) Changes stats: +0(-1) Wil / +0(-1) Mag Changes resistances: +10% cold Physical save: +0 (+0 eff.) (-6 (-3 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) (On feet)] miner's pair of rough leather boots (0 def, 5 armour)miner's pair of rough leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (+4) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +1% (+4%) Maximum encumbrance: +0 (-21) Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +2 A pair of boots made of leather. |
[vs. traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) (On feet)] pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +1% (+4%) Maximum encumbrance: +0 (-21) Physical save: +0 (+0 eff.) (-5 (-2 eff.)) A pair of boots made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)] rough leather cap of constitution (+3) (0 def, 1 armour)rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +0%(-10%) light / +0%(-10%) lightning Changes damage: +0%(-10%) light / +0%(-10%) lightning A cap made of leather. |
11 agate 11 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
17 spinel 17 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 ametrine 18 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 citrine 15 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 zircon 15 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. 196 alchemist ametrine (Quiver)] 87 alchemist agate87 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. brass lantern of health (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-45.00) Light radius: +2 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. brass lantern of health (Light source)] scorching brass lanternscorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Maximum life: +0.00 (-45.00) Light radius: +2 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. brass lantern of health (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Maximum life: +0.00 (-45.00) Light radius: +4 (+2) Healing mod.: +10% It can be used to call light (74 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Eye of the Dreaming One (Tool)] miner's iron pickaxe (dig speed 28 turns)miner's iron pickaxe (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-6 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Eye of the Dreaming One (Tool)] miner's iron pickaxe (dig speed 29 turns)miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-6 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Eye of the Dreaming One (Tool)] elm wand of trap destruction [power 19] (15 cooldown)elm wand of trap destruction [power 19] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-6 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to disarm traps (19 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Eye of the Dreaming One (Tool)] supercharged elm wand of conjuration [power 115] (12 cooldown)supercharged elm wand of conjuration [power 115] (12 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-6 eff.)) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) It can be used to fire a bolt of a random element with (base) damage 58 to 115, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Maya casts Channel Staff.
Maya casts Channel Staff.
Maya's Channel Staff hits Poridheda the blue ooze for 50 darkness damage.
Maya casts Channel Staff.
Maya casts Refit Golem.
Refitting starts...
Refitted for 0 turns (stop reason: hostile spotted to the southwest (Poridheda the blue ooze)).
Maya casts Refit Golem.
Refitting starts...
Refitted for 0 turns (stop reason: hostile spotted to the southwest (Poridheda the blue ooze)).
Maya casts Channel Staff.
Poridheda the blue ooze shoots!
Maya's Channel Staff hits Poridheda the blue ooze for 42 darkness damage.
Maya is recovering from the damage!
Maya is poisoned!
Poridheda the blue ooze's Shoot hits Maya for 55 physical, 3 nature (58 total damage).
Insidious Poison from Poridheda the blue ooze hits Maya for 3 nature damage.
Maya receives 12 healing.
Maya casts Life Tap.
Your golem is currently inactive.
Maya uses Infusion: Regeneration.
Maya starts regenerating health quickly.
Poridheda the blue ooze uses Slime Spit.
Poridheda the blue ooze's mind surges with critical power!
Maya speeds up.
Talent Stone Touch is ready to use.
Saving game...
