Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor 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:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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:
Enhanced Wield Replace 1.3.0Allows 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. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Infinite |
Mode | Normal Roguelike |
Sex | Female |
Race | Higher |
Class | Brawler |
Level / Exp | 10 / 88% |
Size | medium |
Lifes / Deaths | Killed by multi-hued drake hatchling at level 10 on the 7th Mirth 122nd year of Ascendancy at 17:27 / 1 |
Primary Stats
Strength | 28 (base 20) |
Dexterity | 21 (base 19) |
Constitution | 32 (base 19) |
Magic | 11 (base 10) |
Willpower | 15 (base 10) |
Cunning | 36 (base 27) |
Resources
Life | -14/424 |
Stamina | 140/140 |
Healing Factor | 1.1633663366337 |
Regeneration | 19.542628699353 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 35.894014938291 |
See Invisible | 34.894014938291 |
Offense: Barehand
Damage | 39 |
Accuracy | 38 |
Crit Chance | 9% |
APR | 8 |
Speed | 0.80 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 9% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 17.784547960018 (45.178571428571%) |
Defense | 25 |
Ranged Defense | 24 |
Fatigue | 22 |
Physical Save | 26 |
Spell Save | 19 |
Mental Save | 29 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 21% |
Poison Resistance | 0% |
Blind Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 301% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Technique / Pugilism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Striking Stance |
detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 41% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining) Counter Attacking |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | The target is in the middle of a combo chain and has earned 3 combo points. 3 Combo |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7) | failed |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 4)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 6)You completed the challenge and received: Random Artifact: Hathirim | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | [vs. wanderer's pair of rough leather boots of speed (0 def, 1 armour) (On feet)] wanderer's pair of rough leather boots of speed (0 def, 1 armour)wanderer's pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Cun / +2(-) Con Physical save: +11 (+6 eff.) (-) Mental save: +11 (+5 eff.) (-) Movement speed: +20% (-) A pair of boots made of leather. |
Quiver | [vs. Elytha the Ashbolt (17/17, 124% power, 2 apr) (Quiver)] Elytha the Ashbolt (17/17, 124% power, 2 apr)Elytha the Ashbolt (17/17, 124% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 124% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Blight Accuracy bonus: +0.1% dam / acc Accuracy: +6 (-) Armour Penetration: +2 (-) Crit. chance: +4.5% (-) Capacity: 17 (-) On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +5(-) lightning / +5(-) temporal / +5(-) nature / +8(-) blight Burst (radius 1) on hit: +8(-) blight Shots are used with slings to pummel your foes to death. |
On hands | [vs. heroic rough leather gloves (0 def, 4 armour) (On hands)] heroic rough leather gloves (0 def, 4 armour)heroic rough leather gloves (0 def, 4 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 (-) Mental save: +5 (+2 eff.) (-) Maximum life: +41.00 (-) When used to modify unarmed attacks: Power: 100% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +4 (-) Armour Penetration: +1 (-) Crit. chance: +1.0% (-) Attack speed: 167% (-) When this weapon hits: Battle Shout (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | [vs. Shimmerrupture (0 def, 3 armour) (On head)] Shimmerrupture (0 def, 3 armour)Shimmerrupture (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 0(-30) item lightning daze Damage when hit (Melee): 16(-) lightning Changes resistances: +12%(-) lightning / +6%(-) temporal Changes resistances penetration: +5%(-) darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | [vs. quick elm wand of clairvoyance [power 8] (4 cooldown) (Tool)] quick elm wand of clairvoyance [power 8] (4 cooldown)quick elm wand of clairvoyance [power 8] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 8, power 34 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | [vs. solipsist's copper ring of pilfering (On fingers, 1 of 2)] solipsist's copper ring of pilferingsolipsist's copper ring of pilfering Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) (-) Armour penetration: +7 (-) Defense: +7 (+3 eff.) (-) Changes stats: +5(-) Cun / +4(-) Wil Mindpower: +6 (+3 eff.) (-) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. solipsist's copper ring of pilfering (On fingers, 1 of 2)] HathirimHathirim Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-4 eff.)) Armour penetration: +0 (-7) Defense: +0 (+0 eff.) (-7 (-3 eff.)) Effects on melee hit: * 10% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 11% chance to blind Damage (Ranged): 20 light Damage when hit (Melee): 4 acid Changes stats: +0(-5) Cun / +0(-4) Wil Changes resistances: +3% acid Changes resistances penetration: +5% mind Changes damage: +12% acid / +3% mind Silence immunity: +21% Mana each turn: +0.11 Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. starlit copper amulet of constitution (+2) (Around neck)] starlit copper amulet of constitution (+2)starlit copper amulet of constitution (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Con Changes resistances: +10%(-) light / +11%(-) darkness Blindness immunity: +21% (-) Amulets can have magical properties. |
Main armor | [vs. dwarven-steel mail armour of resilience (3 def, 8 armour) (Main armor)] dwarven-steel mail armour of resilience (3 def, 8 armour)dwarven-steel mail armour of resilience (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 (-) Defense: +3 (+1 eff.) (-) Fatigue: +16% (-) Maximum life: +29.00 (-) A suit of armour made of mail. |
Cloak | [vs. linen cloak of Eldoral (1 def, 0 armour) (Cloak)] linen cloak of Eldoral (1 def, 0 armour)linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Cun / +1(-) Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | [vs. bright brass lantern of clarity (Light source)] bright brass lantern of claritybright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) (-) Light radius: +4 (-) See stealth: +7 (-) See invisible: +6 (-) 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. |
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. |
[vs. starlit copper amulet of constitution (+2) (Around neck)] clarifying copper amuletclarifying copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-2) Con Changes resistances: +0%(-11%) darkness / +12% mind / +0%(-10%) light Blindness immunity: +0% (-21%) Confusion immunity: +22% Amulets can have magical properties. |
[vs. starlit copper amulet of constitution (+2) (Around neck)] warrior's copper amuletThis item will automatically be transmogrified when you leave the level. warrior's copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-2) Con Changes resistances: +6% physical / +0%(-10%) light / +0%(-11%) darkness Blindness immunity: +0% (-21%) Stamina each turn: +0.30 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Getirain the iron dagger (100% power, 5 apr)Getirain the iron dagger (100% power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature / +5 temporal When wielded/worn: Armour penetration: +3 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +1 Str Changes resistances: +1% physical Physical save: +6 (+3 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger 'Arata' (102% power, 6 apr)steel dagger 'Arata' (102% power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +12 (+6 eff.) Changes resistances: +6% light Blindness immunity: +10% Disarm immunity: +32% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful iron greatsword of dampening (115% power, 1 apr)hateful iron greatsword of dampening (115% power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 115% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +9% Living When wielded/worn: Changes resistances: +12% acid / +12% fire / +10% cold / +10% lightning Spell save: +7 (+4 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. hateful iron greatsword of erosion (114% power, 1 apr)hateful iron greatsword of erosion (114% power, 1 apr) Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 114% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 temporal / +9 nature / +7 darkness Damage against: +9% Living Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elm longbow of acidelm longbow of acid Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +8 acid When wielded/worn: Changes damage: +17% acid Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty elm longbow of powermighty elm longbow of power Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +3 Str Changes resistances penetration: +12% physical Changes damage: +14% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. iron longsword (102% power, 2 apr)iron longsword (102% power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Eilinobreta the Swampwarden (85% power, 18 apr, nature damage)Eilinobreta the Swampwarden (85% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 11 arcane resource burn When wielded/worn: Changes resistances: +3% fire / +2% arcane / +6% nature Poison immunity: +5% Cut immunity: +20% Pinning immunity: +5% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. fungal drakeskin leather slingfungal drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +5 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 82 life over 5 turns, putting all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. cruel elm starstaff of might (100% power, 2 apr, darkness element)cruel elm starstaff of might (100% power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 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 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced iron steamsaw of lightning resistance (+17%) (101% power, 0 apr)balanced iron steamsaw of lightning resistance (+17%) (101% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 101% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +10 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Defense: +7 (+4 eff.) Fatigue: +4% Changes resistances: +17% lightning Talent granted: +1 Block Disarm immunity: +22% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. iron steamsaw of crippling (103% power, 0 apr)iron steamsaw of crippling (103% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 104% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +9 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +5.0% Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
[vs. linen cloak of Eldoral (1 def, 0 armour) (Cloak)] linen cloak (1 def, 0 armour)This item will automatically be transmogrified when you leave the level. linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +0(-2) Cun / +0(-1) Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. linen cloak of Eldoral (1 def, 0 armour) (Cloak)] linen cloak of protection (1 def, 0 armour)linen cloak of protection (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +0(-2) Cun / +0(-1) Dex Spell save: +5 (+3 eff.) Mental save: +5 (+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. dwarven-steel mail armour of resilience (3 def, 8 armour) (Main armor)] linen robe of life (0 def, 0 armour)linen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +0% (-16%) Changes resistances: +6% blight Life regen: +1.50 Maximum life: +45.00 (+16.00) Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. dwarven-steel mail armour of resilience (3 def, 8 armour) (Main armor)] linen robe of lightning (+15%) (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. linen robe of lightning (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +0% (-16%) Changes resistances: +15% lightning Changes damage: +10% lightning Maximum life: +0.00 (-29.00) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. dwarven-steel mail armour of resilience (3 def, 8 armour) (Main armor)] stormwoven linen robe (0 def, 0 armour)stormwoven linen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +0% (-16%) Changes stats: +4 Str / +4 Mag / +4 Wil Changes resistances: +5% lightning / +5% cold Changes damage: +6% lightning / +5% physical / +6% cold Maximum life: +0.00 (-29.00) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. wanderer's pair of rough leather boots of speed (0 def, 1 armour) (On feet)] grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)This item will automatically be transmogrified when you leave the level. grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% (-) Changes stats: +0(-2) Cun / +0(-2) Con Changes resistances: +5% lightning / +6% temporal Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +0 (+0 eff.) (-11 (-5 eff.)) Movement speed: +0% (-20%) A pair of boots made of leather. |
[vs. wanderer's pair of rough leather boots of speed (0 def, 1 armour) (On feet)] pair of rough leather boots (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +0(-2) Cun / +0(-2) Con Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +0 (+0 eff.) (-11 (-5 eff.)) Movement speed: +0% (-20%) A pair of boots made of leather. |
[vs. wanderer's pair of rough leather boots of speed (0 def, 1 armour) (On feet)] scholar's pair of rough leather boots (0 def, 1 armour)scholar's pair of rough leather boots (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +0(-2) Cun / +0(-2) Con Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +0 (+0 eff.) (-11 (-5 eff.)) Spellpower: +3 (+3 eff.) Movement speed: +0% (-20%) A pair of boots made of leather. |
[vs. wanderer's pair of rough leather boots of speed (0 def, 1 armour) (On feet)] traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -3% (-4%) Changes stats: +0(-2) Cun / +0(-2) Con Maximum encumbrance: +23 Physical save: +6 (+3 eff.) (-5 (-3 eff.)) Mental save: +0 (+0 eff.) (-11 (-5 eff.)) Stamina each turn: +0.40 Maximum stamina: +11.00 Movement speed: +0% (-20%) A pair of boots made of leather. |
[vs. heroic rough leather gloves (0 def, 4 armour) (On hands)] iron gauntlets (0 def, 1 armour)iron gauntlets (0 def, 1 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-3) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum life: +0.00 (-41.00) When used to modify unarmed attacks: Power: 95% (-5%) Range: 1.4x (+0.3x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +1 (-3) Armour Penetration: +3 (+2) Crit. chance: +2.0% (+1.0%) Attack speed: 125% (-42%) When this weapon hits: Battle Shout (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. heroic rough leather gloves (0 def, 4 armour) (On hands)] radiant iron gauntlets (0 def, 1 armour)radiant iron gauntlets (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-3) Damage (Melee): 5 light Changes resistances: +5% light Changes damage: +3% light Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum life: +0.00 (-41.00) When used to modify unarmed attacks: Power: 105% (+5%) Range: 1.4x (+0.3x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +1 (-3) Armour Penetration: +3 (+2) Crit. chance: +2.0% (+1.0%) Attack speed: 125% (-42%) When this weapon hits: Battle Shout (10% chance level 1). On weapon hit: * 5% chance to blind (+5%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. heroic rough leather gloves (0 def, 4 armour) (On hands)] rough leather gloves (0 def, 1 armour)rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-3) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum life: +0.00 (-41.00) When used to modify unarmed attacks: Power: 95% (-5%) Range: 1.1x (+0.0x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +1 (-3) Armour Penetration: +1 (-) Crit. chance: +1.0% (-) Attack speed: 167% (-) When this weapon hits: Battle Shout (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. heroic rough leather gloves (0 def, 4 armour) (On hands)] rough leather gloves of dexterity (+2) (0 def, 1 armour)rough leather gloves of dexterity (+2) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +1 (-3) Changes stats: +2 Dex Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum life: +0.00 (-41.00) When used to modify unarmed attacks: Power: 92% (-8%) Range: 1.1x (+0.0x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 (+1) Armour Penetration: +1 (-) Crit. chance: +5.0% (+4.0%) Attack speed: 167% (-) When this weapon hits: Battle Shout (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Shimmerrupture (0 def, 3 armour) (On head)] rough leather cap of constitution (+2) (0 def, 1 armour)rough leather cap of constitution (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Damage (Melee): 0(-30) item lightning daze Damage when hit (Melee): 0(-16) lightning Changes stats: +2 Con Changes resistances: +0%(-12%) lightning / +0%(-6%) temporal Changes resistances penetration: +0%(-5%) darkness A cap made of leather. |
[vs. dwarven-steel mail armour of resilience (3 def, 8 armour) (Main armor)] cured leather armour of temporal resistance (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. cured leather armour of temporal resistance (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-4) Defense: +2 (+1 eff.) (-1 (+0 eff.)) Fatigue: +7% (-9%) Changes resistances: +16% temporal Maximum life: +0.00 (-29.00) A suit of armour made of leather. |
[vs. dwarven-steel mail armour of resilience (3 def, 8 armour) (Main armor)] rough leather armour (1 def, 2 armour)rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-6) Defense: +1 (+0 eff.) (-2 (-1 eff.)) Fatigue: +6% (-10%) Maximum life: +0.00 (-29.00) A suit of armour made of leather. |
[vs. dwarven-steel mail armour of resilience (3 def, 8 armour) (Main armor)] spiked cured leather armour of temporal resistance (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. spiked cured leather armour of temporal resistance (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-4) Defense: +2 (+1 eff.) (-1 (+0 eff.)) Fatigue: +7% (-9%) Damage when hit (Melee): 10 physical Changes resistances: +16% temporal Maximum life: +0.00 (-29.00) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield (4 def, 6 armour, 52 block)reinforced iron shield (4 def, 6 armour, 52 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
agate 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. quick elm wand of clairvoyance [power 8] (4 cooldown) (Tool)] iron pickaxe (dig speed 38 turns)iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. bright brass lantern of clarity (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Light radius: +2 (-2) See stealth: +0 (-7) See invisible: +0 (-6) 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. bright brass lantern of clarity (Light source)] brass lantern of claritybrass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+3 eff.) (-1 (+0 eff.)) Light radius: +2 (-2) See stealth: +5 (-2) See invisible: +6 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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 Etiari the Higher Brawler level 10
6th Mirth 122nd year of Ascendancy at 23:45 see stats
Log
Etiari hits Multi-hued drake hatchling for 13 lightning, 4 acid (16 total damage).
Etiari hits Multi-hued drake hatchling for 13 lightning, 4 acid (16 total damage).
Multi-hued drake hatchling hits Multi-hued drake hatchling for 3 fire, 3 cold (6 total damage).
Multi-hued drake hatchling hits Etiari for (8 resist armour), 27 physical (27 total damage).
Golem is not dazed anymore.
Etiari hits Golem for 39 physical damage.
Etiari killed Golem!
Multi-hued drake hatchling hits Etiari for (3 resist armour), 0 fire, (3 resist armour), 0 cold, (8 resist armour), 26 physical (26 total damage).
Etiari hits Multi-hued drake hatchling for 31 physical, 23 light, 13 lightning, 4 acid (71 total damage).
Etiari hits Multi-hued drake hatchling for 13 lightning, 4 acid (16 total damage).
Multi-hued drake hatchling hits Etiari for (8 resist armour), 25 physical (25 total damage).
Etiari stops regenerating health quickly.
Talent Double Strike is ready to use.
Etiari throws two quick punches.
Multi-hued drake hatchling resists the blinding light!
Multi-hued drake hatchling shrugs off the effect 'Dazed'!
Multi-hued drake hatchling hits Etiari for (4 resist armour), 0 fire, (4 resist armour), 0 cold, (4 resist armour), 0 fire, (4 resist armour), 0 cold (0 total damage).
Etiari hits Multi-hued drake hatchling for 25 physical, 23 light, 25 physical, 23 light (96 total damage).
Multi-hued drake hatchling hits Etiari for (8 resist armour), 26 physical (26 total damage).
Etiari hits Multi-hued drake hatchling for 13 lightning, 4 acid (16 total damage).
Etiari hits Multi-hued drake hatchling for 13 lightning, 4 acid (16 total damage).
Multi-hued drake hatchling hits Etiari for (8 resist armour), 25 physical (25 total damage).
Etiari uses Infusion: Regeneration.
Etiari starts regenerating health quickly.
Multi-hued drake hatchling uses Ice Claw.
Saving game...