Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Items Vault 1.5.0Donators/Buyers bonus! Harbinger 1.5.5 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Sounds Mod 1.5.5Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Additional Randart Properties 1.5.5 Adventurer Quality of life buff 1.5.5This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 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:
Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. Inferno Race Pack 1.4.0Adds a collection of my races. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Feling |
Class | Adventurer |
Level / Exp | 9 / 7% |
Size | small |
Lifes / Deaths | Killed by Ivida the fire drake hatchling at level 9 on the 7th Dusk 122nd year of Ascendancy at 19:57 / 1 |
Primary Stats
Strength | 26 (base 16) |
Dexterity | 32 (base 20) |
Constitution | 34 (base 21) |
Magic | 16 (base 14) |
Willpower | 20 (base 14) |
Cunning | 44 (base 29) |
Resources
Life | -2/295 |
Stamina | 63/149 |
Healing Factor | 1.1764705882353 |
Regeneration | 88.449661597537 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +92.592592592593% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 37.880545025042 |
See Invisible | 37.880545025042 |
Stealth | 25 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Barehand
Damage | 58 |
Accuracy | 42 |
Crit Chance | 17% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Nature | +16% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Defense: Base
Armour (hardiness) | 12 (61.159420289855%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 19 |
Mental Save | 26 |
Defense: Resistances
Acid | + 10%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 23%( 70%) |
All | + 7%( 70%) |
Lightning | + 18%( 70%) |
Light | + 13%( 70%) |
Mind | + 13%( 70%) |
Fire | + 34%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 71% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Poison Resistance | 5% |
Knockback Resistance | 5% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 74 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Pugilism | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Feling | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Skin Like Silk |
talent | Striking Stance |
detrimental effect | Reduces global action speed by 8%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Huge cut that bleeds, doing 43.33 physical damage per turn. Bleeding |
beneficial effect | A flow of life spins around the target, regenerating 67.92 life per turn. Regeneration |
beneficial effect | The target is recovering 24 life each turn. Recovery |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+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 Possessed. | done |
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 within7 lumberjacks have died. | done |
Equipment
On feet | Layylewen (0 def, 1 armour) Layylewen (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 mind Changes resistances: +3% acid Changes resistances penetration: +15% acid Maximum encumbrance: +20 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
On hands | Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
On head | Tempesthunter the linen wizard hat (1 def, 0 armour) Tempesthunter the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +16% nature / +6% light Changes damage: +11% nature Mental save: +10 (+5 eff.) Blindness immunity: +20% Poison immunity: +5% Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
Tool | Suntouch (dig speed 37 turns) Suntouch (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +1 Str Changes resistances: +24% fire / +10% nature / +6% mind Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
Around neck | grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
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 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | linen cloak 'Artheharastir' (1 def, 6 armour) linen cloak 'Artheharastir' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold Grants telepathy: Humanoid/Orc Maximum psi: +10.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Eradir the rough leather belt Eradir the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% arcane / +6% cold Stun/Freeze immunity: +30% Knockback immunity: +5% A belt that goes around your waist. |
Inventory
This item will automatically be transmogrified when you leave the level. acidic iron longsword (11.5-16.1 power, 2 apr)acidic iron longsword (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron mace of massacre (18-25.2 power, 2 apr)iron mace of massacre (18-25.2 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Flashworth the mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Flashworth the mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 lightning Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +8 lightning When wielded/worn: Changes resistances: +9% lightning Changes resistances penetration: +5% darkness Life regen: +0.60 Maximum life: +12.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Scumthorn (2.5-2.75 power, 12 apr, mind damage)Scumthorn (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Mana Clash (5% chance level 2). When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 15% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Physical save: +2 (+1 eff.) Spell save: +3 (+2 eff.) Mental save: +3 (+2 eff.) Equilibrium when hit: +0.70 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. horrifying mossy mindstar (2.5-2.75 power, 12 apr, nature damage)horrifying mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind / 3 darkness Changes damage: +3% mind / +2% darkness Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tempestreign the quiver of elm arrows (13/13, 13.5-18.9 power, 5 apr)Tempestreign the quiver of elm arrows (13/13, 13.5-18.9 power, 5 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 13 On weapon hit: * 40% chance to daze at end of turn Lifesteal (this weapon only): +3% Damage (Ranged): +15 cold Burst (radius 2) on crit: +8 lightning / +9 cold Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Artharomilach (3 def, 7 armour)Artharomilach (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical Changes resistances: +3% lightning / +9% arcane / +6% acid Confusion immunity: +5% Pinning immunity: +15% Knockback immunity: +5% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Duviregogrim (0 def, 1 armour)Duviregogrim (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 lightning Changes stats: +10 Dex / +2 Con Changes resistances: +5% lightning Changes damage: +4% lightning See invisible: +3 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Lightning Breath (10% chance level 1). Burst (radius 2) on crit: +6 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves of strength (+3) (0 def, 2 armour) scouring hardened leather gloves of strength (+3) (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Effects when hit in melee: * 17% chance to reduce effective powers by 20% * 16 arcane resource burn Changes stats: +3 Str Spell save: +10 (+5 eff.) When used to modify unarmed attacks: Base power: 21.5 - 23.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% On weapon hit: * 18% chance to reduce effective powers by 20% * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. iron gauntlets of dexterity (+2) (0 def, 1 armour)iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +2 Dex When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
6 spinel 6 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. |
ametrine 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. |
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. |
5 zircon 5 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. |
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. |
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 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. |
Achievements
By Alex the Feling Adventurer level 7
4th Flare 122nd year of Ascendancy at 17:10 see stats
By Alex the Feling Adventurer level 6
1st Summertide 122nd year of Ascendancy at 17:06 see stats
Log
Alex throws a finishing uppercut.
Ivida the fire drake hatchling notices you at the last moment!
Alex uses Destroy Magic.
Ivida the fire drake hatchling shrugs off the effect 'Spell Disruption'!
Ivida the fire drake hatchling resists the stun!
Alex hits Ivida the fire drake hatchling for 51 physical damage.
Ivida the fire drake hatchling hits Alex for (3 resist armour), 0 nature, (6 resist armour), 1 fire (1 total damage).
Talent Double Strike is ready to use.
Talent Concussive Punch is ready to use.
Alex receives 28 healing.
Bleeding from Ivida the fire drake hatchling hits Alex for (6 resist armour), 19 physical (19 total damage).
Ivida the fire drake hatchling performs a melee critical strike against Alex!
Alex hits Ivida the fire drake hatchling for 3 lightning, 0 fire, 4 mind, 3 lightning, 0 fire, 4 mind (15 total damage).
Ivida the fire drake hatchling hits Alex for (6 resist armour), 43 physical, (6 resist armour), 45 physical (88 total damage).
Alex throws a concussive punch.
Ivida the fire drake hatchling notices you at the last moment!
Alex uses Destroy Magic.
Alex hits Fire drake hatchling for 33 physical damage.
Alex hits Ivida the fire drake hatchling for 50 physical, 33 physical (83 total damage).
Ivida the fire drake hatchling hits Alex for (3 resist armour), 0 nature, (6 resist armour), 1 fire (1 total damage).
Talent Stealth is ready to use.
Talent Combination Kick is ready to use.
Alex receives 28 healing.
Bleeding from Ivida the fire drake hatchling hits Alex for (6 resist armour), 21 physical (21 total damage).
Ivida the fire drake hatchling performs a melee critical strike against Alex!
Alex hits Ivida the fire drake hatchling for 3 lightning, 0 fire, 4 mind, 3 lightning, 0 fire, 4 mind (15 total damage).
Ivida the fire drake hatchling hits Alex for (6 resist armour), 36 physical, (6 resist armour), 32 physical (68 total damage).
Alex unleashes a flurry of disrupting kicks.
Saving game...