










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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:
FlexSpec Respec Limitation Relaxer 1.5.5Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 18 / 20% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 27 (base 25) |
Dexterity | 22 (base 13) |
Constitution | 101 (base 100) |
Magic | 46 (base 43) |
Willpower | 46 (base 43) |
Cunning | 16 (base 10) |
Resources
Life | 1534/1534 |
Paradox | 300 |
Healing Factor | 1.6036900369004 |
Regeneration | 2038.1296678967 |
Speed
Mental | +130% |
Attack | +50% |
Movement | +225.61596656529% |
Spell | +50% |
Global | +300% |
Vision
Sight | 8 |
Lite | 8 |
Infravision | 11 |
See Stealth | 98.825404797301 |
See Invisible | 113.8254047973 |
Offense: Mainhand
Damage | 585 |
Accuracy | 172 |
Crit Chance | 35% |
APR | 33 |
Speed | 0.43 |
Offense: Offhand
Damage | 191 |
Accuracy | 172 |
Crit Chance | 7% |
APR | 33 |
Speed | 0.43 |
Offense: Spell
Spellpower | 624 |
Crit Chance | 100% |
Speed | 0.66666666666667 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 3% |
Speed | 0.66666666666667 |
Offense: Damage Bonus
Darkness | +6% |
Light | +10% |
Temporal | +10% |
Blight | +8% |
Arcane | +9% |
Fire | +10% |
Nature | +6% |
Offense: Damage Penetration
Light | +10% |
Defense: Base
Armour (hardiness) | 9 (100%) |
Defense | 30 |
Ranged Defense | 623 |
Fatigue | 0 |
Physical Save | 508 |
Spell Save | 507 |
Mental Save | 624 |
Defense: Resistances
Darkness | + 29%( 70%) |
Light | + 46%( 70%) |
Temporal | + 20%( 70%) |
Nature | + 30%( 70%) |
Fire | + 17%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 24% |
Bleed Resistance | 0% |
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Poison Resistance | 30% |
Blind Resistance | 5% |
Inscriptions (2/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random 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: 10 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. |
Class Talents
Chronomancy / Bow Threading | 23.24 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Chronomancy / Stasis | 22.90 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 25.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Threaded Combat | 23.90 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 23.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 36.70 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 23.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 6.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 6.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 9.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 10.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 3.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Effects
talent | Weapon Folding |
beneficial effect | The target is moving is 226% faster. 3 Celerity |
beneficial effect | Infinite Dungeon Challenge: Exterminator (Level 14) Challenge |
detrimental effect | Zone-wide effect: +10% fire damage, -10% fire resistance, -10% armour, -2 sight range. Oil mist |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 11)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 14)Foes left: 38 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: Random Artifact: Stokemark (0 def, 6 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 6) | failed |
Leave the level in less than 54 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (54) (Level 12)Turns left: 41 You completed the challenge and received: +1 Generic Point | 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Changes stats: +1 Wil / +1 Mag Critical mult.: +5.00% Light radius: +1 Infravision radius: +1 See invisible: +3 A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (103 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 5 temporal Changes resistances: +6% temporal Changes resistances penetration: +5% light Changes damage: +4% temporal Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +2 Str Changes resistances: +14% darkness / +12% fire / +12% nature / +6% light Changes damage: +6% nature / +6% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +18 Defense: +16 (+8 eff.) Fatigue: -4% Changes stats: +1 Con Changes resistances: +3% darkness Maximum encumbrance: +20 Physical save: +6 (+0 eff.) Mental save: +30 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 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 143% 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. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +1 Wil / +2 Mag Changes damage: +3% blight / +9% arcane Silence immunity: +24% Mana each turn: +0.10 Spellpower: +8 (+0 eff.) Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +3% nature Changes resistances penetration: +5% light Talent mastery: +0.14 Chronomancy / Bow Threading Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +33.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +54.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Fatigue: -5% Changes damage: +6% temporal Critical mult.: +3.00% Maximum encumbrance: +20 Maximum stamina: +5.00 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +13% When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +1 Dex / +1 Wil / +1 Cun Changes resistances: +3% nature Blindness immunity: +5% Pinning immunity: +20% Sharp, short and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +2 Cun / +3 Dex Physical save: +5 (+0 eff.) See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.27 to 114.82 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
![]() 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: 12 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +6 Changes damage: +9% fire Talent mastery: +0.10 Chronomancy / Chronomancy Disease immunity: +5% Pinning immunity: +5% Amulets can have magical properties. |
![]() Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
![]() Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.0 - 18.2 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +11 fire When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% acid Changes damage: +17% fire Grants telepathy: Dragon Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 18.0 - 25.2 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 temporal When wielded/worn: Damage when hit (Melee): 5 temporal Changes stats: +4 Wil Changes resistances: +8% temporal Changes resistances penetration: +10% mind Maximum hate: +4.00 Mindpower: +4 (+2 eff.) Sharp, long, and deadly. |
![]() Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +6 light Damage against: +6% Undead When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane Changes damage: +6% temporal Sharp, long, and deadly. |
![]() Requires: - Magic 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +5% cold A belt that goes around your waist. |
![]() 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 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. |
![]() Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 23 On weapon crit: * splashes the target with acid Damage (Ranged): +9 acid Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 15 Arrows are used with bows to pierce your foes to death. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 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. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +5% blight Life regen: +1.50 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 Fatemaster the Cornac Temporal Warden level 14
78th Pyre 122nd year of Ascendancy at 21:27 see stats
By Fatemaster the Cornac Temporal Warden level 10
76th Pyre 122nd year of Ascendancy at 22:16 see stats
By Fatemaster the Cornac Temporal Warden level 12
77th Pyre 122nd year of Ascendancy at 21:33 see stats
By Fatemaster the Cornac Temporal Warden level 5
75th Pyre 122nd year of Ascendancy at 08:58 see stats
By Fatemaster the Cornac Temporal Warden level 5
75th Pyre 122nd year of Ascendancy at 07:42 see stats
By Fatemaster the Cornac Temporal Warden level 8
76th Pyre 122nd year of Ascendancy at 02:54 see stats
By Fatemaster the Cornac Temporal Warden level 11
77th Pyre 122nd year of Ascendancy at 12:35 see stats
Log
You gain 2.68 gold from the transmogrification of shimmering ash vilestaff (15-18 power, 3 apr, acid element).
You gain 3.33 gold from the transmogrification of potent ash starstaff of warding (18-21.6 power, 3 apr, physical element).
You gain 2.11 gold from the transmogrification of earthen ash starstaff (15-18 power, 3 apr, darkness element).
You gain 16.74 gold from the transmogrification of Eremorach (20-24 power, 4 apr, blight element).
You gain 12.52 gold from the transmogrification of Arubrebeth the ash magestaff (15-18 power, 3 apr, fire element).
You gain 0.25 gold from the transmogrification of mossy mindstar (2-2.2 power, 12 apr, nature damage).
You gain 1.29 gold from the transmogrification of horrifying vined mindstar (4.5-4.95 power, 18 apr, mind damage).
You gain 0.90 gold from the transmogrification of gifted vined mindstar (5-5.5 power, 18 apr, mind damage).
You gain 1.15 gold from the transmogrification of gifted thorny mindstar (10-11 power, 24 apr, nature damage).
You gain 12.43 gold from the transmogrification of Relgokor the Phoenixjeer (14.5-20.3 power, 9 apr).
You gain 0.50 gold from the transmogrification of steel longsword (16-22.4 power, 3 apr).
You gain 0.50 gold from the transmogrification of steel longsword (15-21 power, 3 apr).
You gain 2.89 gold from the transmogrification of balanced dwarven-steel longsword (20-28 power, 4 apr).
You gain 1.31 gold from the transmogrification of arcing steel longsword (15.5-21.7 power, 3 apr).
You gain 1.45 gold from the transmogrification of acidic steel greatsword (25.5-40.8 power, 2 apr).
You gain 17.03 gold from the transmogrification of Saluwe the steel greatmaul (29.5-44.25 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel dagger (11.5-14.95 power, 6 apr).
You gain 4.76 gold from the transmogrification of chilling voratun dagger of vileness (37.5-48.75 power, 9 apr).
You gain 2.64 gold from the transmogrification of chilling steel dagger of phasing (12-15.6 power, 12 apr).
You gain 8.56 gold from the transmogrification of steel battleaxe 'Ravenobeisance' (20-30 power, 2 apr).
You gain 11.24 gold from the transmogrification of Berurand the Eclipsevortex (32.5-48.75 power, 2 apr).
You gain 0.90 gold from the transmogrification of gold ring of lightning (+20%).
You gain 7.45 gold from the transmogrification of Wildbrawn the steel amulet.
You gain 2.15 gold from the transmogrification of vision rune of the psychic (radius 10; dur 14; see demon).
You gain 1.06 gold from the transmogrification of teleportation rune of the titan (range 144).
You gain 1.81 gold from the transmogrification of biting gale rune of the psychic (97 cold damage; freeze 3 turns with power 45).
You gain 0.64 gold from the transmogrification of sun infusion (rad 7; power 20; turns 4; dispels darkness).
You gain 2.21 gold from the transmogrification of movement infusion of the titan (658% speed; 4 turns).
Accepted quest 'Infinite Dungeon Challenge: Exterminator (Level 14)'! (Press 'j' to see the quest log)
Fatemaster deactivates Weapon Folding.