
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Shadows are Kirby 1.5.10Makes shadows into kirby because kirby is better than anime and sheila will just get stunt to make her addon anyway. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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: Bristlebarb 1.6.7DescriptionThis addon adds the Bristlebarb as a playable class. Bristlebarbs use no weapons but are covered in a living bramble that they can control. They use a special resource : thorns. 5 unique class trees (1 locked) : 1 Unique generic tree (locked) : Bristlebarbs can not appear on NPC. DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&p=239099 Creditshttp://game-icons.net/ for all the talent and effect icons. https://opengameart.org/content/painterly-spell-icons-part-2 for the class icon and a couple others. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.0 : 0.10.2 : 0.10.1 : 0.10.0 : 0.9.4 : 0.9.3 : 0.9.2 : 0.9.1 : |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 9 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Zubadhethra the degenerated skeleton archer at level 9 on the 6th Dusk 122nd year of Ascendancy at 03:56 / 1 |
Primary Stats
| Strength | 23 (base 21) |
| Dexterity | 34 (base 28) |
| Constitution | 10 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 21 (base 17) |
Resources
| Life | -28/219 |
| Stamina | 107/136 |
| Healing Factor | 1.1 |
| Regeneration | 57.815481636019 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 35.223953584336 |
| See Invisible | 25.223953584336 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 27 |
| Crit Chance | 4% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 27 |
| Crit Chance | 8% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
| Darkness | +10% |
| Mind | +12% |
| Nature | +5% |
Offense: Damage Penetration
| Blight | +10% |
Defense: Base
| Armour (hardiness) | 8 (38.536585365854%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 10 |
| Mental Save | 26 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Acid | + 15%( 70%) |
| Light | + 10%( 70%) |
| Darkness | + 30%( 70%) |
| Cold | + 23%( 70%) |
| Mind | + 9%( 70%) |
| Fire | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 49% |
| Confusion Resistance | 19% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Disarm Resistance | 22% |
Inscriptions (3/3)
| 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 193 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: MovementUse 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 increase movement speed by 498% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 3/5 |
Effects
| talent | Insidious Poison |
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Chant of Fortitude |
| beneficial effect | The target has 13 increased life regeneration. Recovery |
| beneficial effect | A flow of life spins around the target, regenerating 38.52 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Parrying melee and ranged attacks: Has a 5% chance to deflect up to 11 damage from the next 1.0 attack(s). Parried attacks cannot crit. Parrying |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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. pair of rough leather boots 'Tundraking' (0 def, 1 armour) =stun= (On feet)]pair of rough leather boots 'Tundraking' (0 def, 1 armour) =stun= Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -5% (-) Changes resistances: +3%(-) cold Maximum encumbrance: +25 (-) Physical save: +23 (+12 eff.) (-) Stun/Freeze immunity: +10% (-) A pair of boots made of leather. |
| Light source | [vs. brass lantern 'Halygrim' =stun= (Light source)]brass lantern 'Halygrim' =stun= Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +3%(-) fire Changes damage: +6%(-) mind Reduces incoming crit damage: 5.00% (-) Physical save: +3 (+2 eff.) (-) Stun/Freeze immunity: +20% (-) Light radius: +3 (-) 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. Berytir the Stokewar (0 def, 1 armour) (On head)]Berytir the Stokewar (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Damage when hit (Melee): 2(-) blight Changes stats: +3(-) Dex Changes resistances: +9%(-) mind / +9%(-) fire A cap made of leather. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | [vs. Imp Claw (Tool)]Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 (-) See stealth: +10 (-) It can be used to activate talent Flame (costing 8 power out of 4/9) : Effective talent level: 2.0 Power cost: 8 out of 4/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 67.57 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | [vs. mule's steel ring of darkness (+20%) (On fingers, 1 of 2)]mule's steel ring of darkness (+20%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes resistances: +20%(-) darkness Changes damage: +10%(-) darkness Maximum encumbrance: +22 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. mule's steel ring of darkness (+20%) (On fingers, 1 of 2)]warrior's steel ring of frost (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Fatigue: +0% (+5%) Changes stats: +2 Str Changes resistances: +0%(-20%) darkness / +20% cold Changes damage: +0%(-10%) darkness / +10% cold Maximum encumbrance: +0 (-22) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. restful steel amulet of dexterity (+3) (Around neck)]restful steel amulet of dexterity (+3) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% (-) Changes stats: +3(-) Dex Life regen: +1.00 (-) Amulets can have magical properties. |
| In main hand | [vs. steel mace 'Goriblek' (19-26.6 power, 3 apr) (In main hand)]steel mace 'Goriblek' (19-26.6 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) Damage (radius 1) on hit: +5(-) fire When wielded/worn: Accuracy: +6 (+3 eff.) (-) Defense: +7 (+4 eff.) (-) Changes stats: +2(-) Mag Changes resistances penetration: +10%(-) blight Disarm immunity: +22% (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Maximum mana: +40.00 (-) Blunt and deadly. |
| Around waist | [vs. Glebreta (Around waist)]Glebreta Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes damage: +6%(-) mind Reduces incoming crit damage: 5.00% (-) Physical save: +7 (+4 eff.) (-) Mental save: +9 (+5 eff.) (-) Mindpower: +3 (+2 eff.) (-) Healing mod.: +10% (-) A belt that goes around your waist. |
| In off hand | [vs. steel mace 'Goriblek' (19-26.6 power, 3 apr) (In main hand, 1 of 2)]acidic steel dagger of vileness (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3(-6.5 - -10.3) Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 (+3) Crit. chance: +5.0% (+4.0%) Attack speed: 100% (-) On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 7 On weapon crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +8 blight Damage (radius 1) on hit: +0(-5) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Changes stats: +0(-2) Mag Changes resistances penetration: +0%(-10%) blight Disarm immunity: +0% (-22%) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum mana: +0.00 (-40.00) Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. regal linen cloak (1 def, 0 armour) (Cloak)]regal linen cloak (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Wil 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. |
| Main armor | [vs. prismatic rough leather armour of acid resistance (3 def, 2 armour) (Main armor)]prismatic rough leather armour of acid resistance (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+2 eff.) (-) Fatigue: +6% (-) Changes resistances: +15%(-) acid / +10%(-) light / +10%(-) darkness A suit of armour made of leather. |
Inventory
[vs. restful steel amulet of dexterity (+3) (Around neck)]warrior's steel amulet of cunning (+4) =cun= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +4 Cun / +0(-3) Dex Changes resistances: +6% physical Life regen: +0.00 (-1.00) Stamina each turn: +0.20 Amulets can have magical properties. |
[vs. steel mace 'Goriblek' (19-26.6 power, 3 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. infernal elm vilestaff of protection (10-12 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. Base power: 10.0 - 12.0(-9.0 - -14.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% (+1.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-5) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Damage (Melee): 16 fire Changes stats: +0(-2) Mag Changes resistances: +5% fire Changes resistances penetration: +0%(-10%) blight Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Disarm immunity: +0% (-22%) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum mana: +0.00 (-40.00) Spellpower: +7 (+7 eff.) Spell crit. chance: +1% See invisible: +6 Staves designed for wielders of magic, by the greats of the art. |
[vs. steel mace 'Goriblek' (19-26.6 power, 3 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Lisiyawyn the iron greatsword (23.5-37.6 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.5 - 37.6(+4.5 - +11.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-2) Crit. chance: +2.5% (+1.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-5) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Changes stats: +0(-2) Mag Changes resistances penetration: +0%(-10%) blight Blindness immunity: +10% Poison immunity: +10% Silence immunity: +20% Disarm immunity: +0% (-22%) Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum mana: +0.00 (-40.00) Massive two-handed swords. |
[vs. steel mace 'Goriblek' (19-26.6 power, 3 apr) (In main hand)]iron mace 'Sunwedge' (12-16.8 power, 8 apr) =cun= Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8(-7.0 - -9.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 (+5) Crit. chance: +0.5% (-0.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +11% Damage (radius 1) on hit: +0(-5) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Changes stats: +0(-2) Mag / +1 Wil / +3 Cun Changes resistances penetration: +15% light / +0%(-10%) blight Disarm immunity: +0% (-22%) Psi when hit: +0.04 Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum mana: +0.00 (-40.00) Blunt and deadly. |
[vs. steel mace 'Goriblek' (19-26.6 power, 3 apr) (In main hand, 1 of 2)]iron dagger (11-14.3 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3(-8.0 - -12.3) Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 (+2) Crit. chance: +4.0% (+3.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-5) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Changes stats: +0(-2) Mag Changes resistances penetration: +0%(-10%) blight Disarm immunity: +0% (-22%) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum mana: +0.00 (-40.00) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel mace 'Goriblek' (19-26.6 power, 3 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. mossy mindstar of balance (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-16.5 - -23.8) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+9) Crit. chance: +2.5% (+1.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-5) fire When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Changes stats: +0(-2) Mag Changes resistances penetration: +0%(-10%) blight Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +3 (+3 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +0% (-22%) Equilibrium when hit: +0.60 Spellpower on spell critical (stacks up to 3 times): +0 (-4) Maximum mana: +0.00 (-40.00) 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. Tap to cycle through comparison choices |
[vs. prismatic rough leather armour of acid resistance (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. linen robe of lightning (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +0% (-6%) Changes resistances: +18% lightning / +0%(-10%) light / +0%(-10%) darkness / +0%(-15%) acid / +7% all Changes damage: +12% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. prismatic rough leather armour of acid resistance (3 def, 2 armour) (Main armor)]rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+2 eff.) (-) Fatigue: +6% (-) Changes resistances: +0%(-15%) acid / +0%(-10%) light / +0%(-10%) darkness A suit of armour made of leather. |
[vs. Glebreta (Around waist)]Ashripper =con= Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) (+3 (+1 eff.)) Damage when hit (Melee): 6 fire Changes stats: +1 Str / +3 Con Changes resistances penetration: +5% fire Changes damage: +0%(-6%) mind Reduces incoming crit damage: 0.00% (-5.00%) Stealth bonus: +6 Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) Healing mod.: +0% (-10%) A belt that goes around your waist. |
[vs. regal linen cloak (1 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. resilient linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +0(-2) Wil Mental save: +0 (+0 eff.) (-5 (-3 eff.)) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of rough leather boots 'Tundraking' (0 def, 1 armour) =stun= (On feet)]Glorimissra the Floebone (0 def, 1 armour) =cun/con= Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +0% (+5%) Damage when hit (Melee): 8 blight Changes stats: +2 Cun / +1 Con Changes resistances: +0%(-3%) cold Changes resistances penetration: +5% cold Maximum encumbrance: +0 (-25) Physical save: +11 (+6 eff.) (-12 (-6 eff.)) Mental save: +11 (+5 eff.) Stun/Freeze immunity: +0% (-10%) Mana each turn: +0.04 Spellpower: +10 (+9 eff.) A pair of boots made of leather. |
[vs. pair of rough leather boots 'Tundraking' (0 def, 1 armour) =stun= (On feet)]pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% (+7%) Changes resistances: +0%(-3%) cold Maximum encumbrance: +0 (-25) Physical save: +0 (+0 eff.) (-23 (-12 eff.)) Stun/Freeze immunity: +0% (-10%) Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]cinder rough leather gloves of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Damage (Melee): 5 fire Changes stats: +2 Dex / +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature / +5% fire Changes damage: +0%(-5%) nature / +3% fire Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Berytir the Stokewar (0 def, 1 armour) (On head)]Abyssborn (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+0 eff.) Fatigue: +0% (-1%) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-3) Dex / +3 Wil Changes resistances: +0%(-9%) fire / +6% light / +0%(-9%) mind Changes damage: +3% acid / +3% fire / +3% light Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
[vs. Berytir the Stokewar (0 def, 1 armour) (On head)]Firebringer (1 def, 0 armour) =cun= Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+0 eff.) Fatigue: +0% (-1%) Damage when hit (Melee): 0(-2) blight Changes stats: +3 Cun / +0(-3) Dex Changes resistances: +9%(-) mind / +0%(-9%) fire Changes resistances penetration: +20% fire Changes damage: +3% mind Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
[vs. Berytir the Stokewar (0 def, 1 armour) (On head)]iron helm (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +5% (+4%) Damage when hit (Melee): 0(-2) blight Changes stats: +0(-3) Dex Changes resistances: +0%(-9%) mind / +0%(-9%) fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Berytir the Stokewar (0 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. iron helm 'Duvaneg' (0 def, 9 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +9 (+8) Fatigue: +5% (+4%) Damage when hit (Melee): 0(-2) blight / 2 physical Changes stats: +2 Str / +1(-2) Dex / +3 Wil / +2 Cun / +1 Con Changes resistances: +0%(-9%) mind / +0%(-9%) fire Changes resistances penetration: +10% physical Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.73 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 'Halygrim' =stun= (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-3%) fire Changes damage: +0%(-6%) mind Reduces incoming crit damage: 0.00% (-5.00%) Physical save: +0 (+0 eff.) (-3 (-2 eff.)) Stun/Freeze immunity: +0% (-20%) Light radius: +3 (-) 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 'Halygrim' =stun= (Light source)]scorching brass lantern of focus Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +3(-) Wil Changes resistances: +5%(+2%) fire Changes damage: +6%(-) mind Reduces incoming crit damage: 0.00% (-5.00%) Physical save: +0 (+0 eff.) (-3 (-2 eff.)) Stun/Freeze immunity: +0% (-20%) Light radius: +3 (-) 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. Imp Claw (Tool)]This item will automatically be transmogrified when you leave the level. iron pickaxe 'Borelaran' (dig speed 31 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 17% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Str Psi when hit: +0.04 Hate when firing a critical mind attack: +4.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +1% Light radius: +0 (-1) Infravision radius: +2 See stealth: +0 (-10) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Imp Claw (Tool)]iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Light radius: +0 (-1) See stealth: +0 (-10) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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 (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 176 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. Imp Claw (Tool)]supercharged elm totem of healing [power 146] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Light radius: +0 (-1) See stealth: +0 (-10) It can be used to heal yourself and all friendly characters within 10 spaces for 146 Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By who plays marauder? the Cornac Marauder level 7
2nd Dusk 122nd year of Ascendancy at 10:20 see stats
Log
The Shade hits who plays marauder? for 34 arcane damage.
The Shade is on fire!
Who plays marauder?'s Flame hits The Shade for 28 fire damage.
Burning from Who plays marauder? hits The Shade for 9 fire damage.
who plays marauder? performs a melee critical strike against The Shade!
The Shade is covered in acid!
who plays marauder? hits The Shade for 23 physical, 4 fire, 33 physical, 8 blight (68 total damage).
The Shade misses who plays marauder?.
Who plays marauder? is recovering from the damage!
Zubadhethra the degenerated skeleton archer's Steady Shot hits who plays marauder? for (11 parried), 79 physical, 4 nature, 4 cold (87 total damage).
The Shade speeds up.
Acid Splash from Who plays marauder? hits The Shade for 3 acid damage.
Burning from Who plays marauder? hits The Shade for 9 fire damage.
Who plays marauder? uses Infusion: Regeneration.
Who plays marauder? starts regenerating health quickly.
Copperhead snake misses who plays marauder?.
Zubadhethra the degenerated skeleton archer's Shoot hits who plays marauder? for 39 physical, 4 nature, 4 cold (47 total damage).
The Shade misses who plays marauder?.
Acid Splash from Who plays marauder? hits The Shade for 3 acid damage.
Burning from Who plays marauder? hits The Shade for 9 fire damage.
Zubadhethra the degenerated skeleton archer's Headshot hits who plays marauder? for (11 parried), 96 physical (96 total damage).
who plays marauder? the level 9 cornac marauder was sliced to death by Zubadhethra the degenerated skeleton archer on level 3 of Ruins of Kor'Pul.
Who plays marauder? deactivates Numbing Poison.
Who plays marauder? deactivates Chant of Fortitude.
Who plays marauder? deactivates Insidious Poison.
Who plays marauder? stops regenerating health quickly.
Who plays marauder? has finished recovering.
Who plays marauder? deactivates Apply Poison.














































































