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 | Ogre |
Class | Writhing One |
Level / Exp | 17 / 43% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 46 (base 41) |
Dexterity | 18 (base 14) |
Constitution | 103 (base 100) |
Magic | 80 (base 41) |
Willpower | 39 (base 41) |
Cunning | 25 (base 16) |
Resources
Life | 17817/17817 |
Insanity | 0/100 |
Healing Factor | 2.410989010989 |
Regeneration | 2437.750989011 |
Speed
Mental | +200% |
Attack | +50% |
Movement | +292.099622525% |
Spell | +50% |
Global | +300% |
Vision
Sight | 5 |
Lite | 2 |
Infravision | 16 |
See Stealth | 88 |
See Invisible | 85 |
Offense: Mainhand
Damage | 292 |
Accuracy | 165 |
Crit Chance | 16% |
APR | 2 |
Speed | 0.33 |
Offense: Spell
Spellpower | 154 |
Crit Chance | 100% |
Speed | 0.66666666666667 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 8% |
Speed | 0.66666666666667 |
Offense: Damage Bonus
Acid | +9% |
Darkness | +9% |
Blight | +24% |
Mind | +9% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Blight | +5% |
Arcane | +5% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 18 (100%) |
Defense | 20 |
Ranged Defense | 507 |
Fatigue | 0 |
Physical Save | 508 |
Spell Save | 518 |
Mental Save | 157 |
Defense: Resistances
Lightning | + 18%( 70%) |
Acid | + 28%( 70%) |
Light | + 20%( 70%) |
Temporal | + 18%( 70%) |
Cold | + 21%( 70%) |
Arcane | + 19%( 70%) |
Fire | + 36%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 5% |
Bleed Resistance | 10% |
Confusion Resistance | 27% |
Instadeath Resistance | 100% |
Silence Resistance | 15% |
Inscriptions (3/7)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (67% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. |
Class Talents
Demented / Friend of the worm | 30.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 25.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 48.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 11.90 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 30.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 10.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 30.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 15.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 10.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
beneficial effect | The target is near a font of life, granting +9.75 life regeneration, -1.65 equilibrium regeneration, +1.65 stamina regeneration and +1.65 psi regeneration. (Only living creatures benefit.) Font of Life |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: Random Artifact: Polisema | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7)You completed the challenge and received: +3 Stat Points | 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 |
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 | traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +21 Physical save: +5 (+1 eff.) 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. |
Quiver | Beykor the Forestbraid (17/17, 11.5-16.1 power, 5 apr) Beykor the Forestbraid (17/17, 11.5-16.1 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.5 - 16.1 Uses stats: 70% Dex, 50% Str Damage type: Fire Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +20 fire / +4 nature / +26 physical Burst (radius 2) on crit: +4 nature Arrows are used with bows to pierce your foes to death. |
Light source | Velithra the brass lantern Velithra the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes resistances penetration: +5% acid Physical save: +3 (+1 eff.) Mental save: +6 (+1 eff.) Silence immunity: +10% Pinning immunity: +5% Light radius: +2 See stealth: +8 See invisible: +5 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 | iron helm 'Harathel' (0 def, 9 armour) iron helm 'Harathel' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +2 Str Changes resistances: +5% arcane / +6% light Spell save: +3 (+0 eff.) Silence immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | copper ring 'Silema' copper ring 'Silema'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% acid / +20% fire / +3% temporal Changes damage: +10% fire Cut immunity: +10% Vim when firing critical spell: +2.00 Rings can have magical properties. |
On fingers | Arugaldir ArugaldirCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +4 (+2 eff.) Damage when hit (Melee): 4 blight Changes stats: +7 Cun / +5 Dex Changes resistances: +3% acid Changes resistances penetration: +5% blight Changes damage: +9% blight Mental save: +7 (+1 eff.) Confusion immunity: +27% Rings can have magical properties. |
Around waist | Mayerin the Nightdredge Mayerin the NightdredgeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 16 mind Changes resistances: +5% fire / +7% cold Changes damage: +9% mind / +9% darkness A belt that goes around your waist. |
In main hand | Foglady the steel greatsword (23-36.8 power, 2 apr) Foglady the steel greatsword (23-36.8 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12% chance to disease On weapon crit: * cripple the target Damage (Melee): +16 blight / +8 darkness Burst (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +5% arcane Spell crit. chance: +2% Massive two-handed swords. |
Main armor | Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+2 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 35.7 Power cost: 15 out of 20/20. Range: 27 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 180%. You can also activate this talent to instantly destroy more worms, letting you jump in range 27 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Cloak | Polariama the linen cloak (7 def, 0 armour) Polariama the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +2 Mag / +3 Con Changes resistances penetration: +5% acid Changes damage: +9% acid Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Chargewarden ChargewardenCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +3% lightning Changes resistances penetration: +20% mind Life regen: +1.10 Psi when hit: +0.04 Mental crit. chance: +1% Amulets can have magical properties. |
Inventory
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Rune of Reflection (absorb and reflect 1106 for 5 turns) Rune of Reflection (absorb and reflect 1106 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1106 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
balanced iron dagger of massacre (13-16.9 power, 5 apr) balanced iron dagger of massacre (13-16.9 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 13.0 - 16.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+2 eff.) Disarm immunity: +20% Sharp, short and deadly. |
steel greatsword 'Zubavena' (35-56 power, 2 apr) steel greatsword 'Zubavena' (35-56 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 temporal When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 9 temporal Changes resistances: +10% temporal Disarm immunity: +28% Massive two-handed swords. |
dwarven-steel longsword 'Stokegasher' (21.5-30.1 power, 4 apr) dwarven-steel longsword 'Stokegasher' (21.5-30.1 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +18 insidious poison / +4 fire When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +6% mind / +3% fire Changes damage: +15% mind Sharp, long, and deadly. |
iron longsword (12-16.8 power, 2 apr) iron longsword (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Cuthilar (27-37.8 power, 4 apr) Cuthilar (27-37.8 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +5% Living When wielded/worn: Changes resistances: +1% physical Changes resistances penetration: +10% mind Pinning immunity: +25% Blunt and deadly. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
iron mail armour 'Boltqueller' (2 def, 6 armour) iron mail armour 'Boltqueller' (2 def, 6 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +9% lightning / +16% cold Cut immunity: +10% A suit of armour made of mail. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 173.03 physical damage, inflicting bleeding for another 86.51 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
3 agate 3 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. |
193 alchemist agate 193 alchemist agate0.00 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. |
4 aquamarine 4 aquamarine0.00 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. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused 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 (95 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
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. |
Relgondil the elm totem of thorny skin [power 15] (20 cooldown) Relgondil the elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances penetration: +5% mind Heals friendly targets nearby when you use a nature summon: +40 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 ametrine 11 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. |
citrine 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. |
Achievements
By Suneater the Ogre Writhing One level 11
78th Pyre 122nd year of Ascendancy at 06:18 see stats
By Suneater the Ogre Writhing One level 14
1st Mirth 122nd year of Ascendancy at 06:37 see stats
By Suneater the Ogre Writhing One level 10
77th Pyre 122nd year of Ascendancy at 12:04 see stats
By Suneater the Ogre Writhing One level 11
78th Pyre 122nd year of Ascendancy at 01:23 see stats
By Suneater the Ogre Writhing One level 10
77th Pyre 122nd year of Ascendancy at 13:48 see stats
Log
You gain 13.84 gold from the transmogrification of Lustrespar the vined mindstar (4.5-4.95 power, 18 apr, mind damage).
You gain 3.08 gold from the transmogrification of manaburning steel mace of massacre (23-32.2 power, 3 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel mace (27.5-38.5 power, 4 apr).
You gain 12.07 gold from the transmogrification of Glorida the dwarven-steel mace (27-37.8 power, 4 apr).
You gain 0.70 gold from the transmogrification of steel longsword of massacre (18.5-25.9 power, 3 apr).
You gain 4.09 gold from the transmogrification of manaburning steel longsword of erosion (15-21 power, 3 apr).
You gain 1.15 gold from the transmogrification of flaming iron longsword of massacre (18-25.2 power, 2 apr).
You gain 14.29 gold from the transmogrification of Blackterror (30.5-42.7 power, 4 apr).
You gain 16.78 gold from the transmogrification of yew longbow 'Polyldann'.
You gain 8.64 gold from the transmogrification of Dairysin the ash longbow.
You gain 6.02 gold from the transmogrification of thought-forged dwarven-steel greatsword of vileness (38-60.8 power, 2 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel greatsword (36.5-58.4 power, 2 apr).
You gain 9.86 gold from the transmogrification of steel greatmaul 'Emelenor' (25-37.5 power, 2 apr).
You gain 9.89 gold from the transmogrification of Pyreraven (29.5-44.25 power, 2 apr).
You gain 4.27 gold from the transmogrification of balanced dwarven-steel dagger of daylight (18-23.4 power, 7 apr).
You gain 15.03 gold from the transmogrification of Layatha the steel dagger (12-15.6 power, 6 apr).
You gain 2.18 gold from the transmogrification of insidious steel battleaxe of massacre (31.5-47.25 power, 2 apr).
You gain 9.65 gold from the transmogrification of steel ring 'Glorisebeth'.
You gain 1.91 gold from the transmogrification of marksman's steel ring of lightning (+24%).
You gain 1.91 gold from the transmogrification of marksman's steel ring of frost (+24%).
You gain 0.75 gold from the transmogrification of steel amulet of magic (+3).
You gain 1.31 gold from the transmogrification of insulating gold amulet of dexterity (+3).
You gain 2.57 gold from the transmogrification of clarifying gold amulet of mastery (0.22 Cunning / Survival).
You gain 1.04 gold from the transmogrification of teleportation rune of the duelist (range 77).
You gain 1.50 gold from the transmogrification of wild infusion of the sneak (resist 16%; cure physical).
You gain 1.00 gold from the transmogrification of wild infusion (resist 16%; cure magical).
You gain 1.12 gold from the transmogrification of sun infusion of the duelist (rad 5; power 44; turns 4; dispels darkness).
You gain 2.22 gold from the transmogrification of movement infusion of the psychic (730% speed; 4 turns).
You feel very confident walking into this place.
Suneater deactivates Chaos Orbs.