












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Tweaks 1.7.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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. Ashes of Urh'Rok 1.7.4Official 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:
Ignore Race/Class Locks 1.7.0Modifies 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: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official 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 1.6.5Quality 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 1.7.4Official 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 | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Writhing One |
| Level / Exp | 15 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Betamiwyn the shimmering crystal at level 13 on the 6th Profit 122nd year of Ascendancy at 23:05 3 / 3Killed by Silobrelle the grizzly bear at level 15 on the 8th Profit 122nd year of Ascendancy at 17:28 Killed by Plop at level 15 on the 8th Profit 122nd year of Ascendancy at 17:32 |
Primary Stats
| Strength | 23 (base 13) |
| Dexterity | 15 (base 10) |
| Constitution | 25 (base 13) |
| Magic | 39 (base 41) |
| Willpower | 21 (base 10) |
| Cunning | 36 (base 27) |
Resources
| Life | 555/555 |
| Insanity | 99/100 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 1.4056472804211 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -59.13001655783% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 32.617305437452 |
| See Invisible | 32.617305437452 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 49 |
| Crit Chance | 9% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +15% |
| Physical | +3% |
| Cold | +12% |
| All | 0% |
| Darkness | +15% |
| Temporal | +3% |
| Mind | +6% |
| Lightning | +6% |
| Nature | +9% |
Offense: Damage Penetration
| Temporal | +5% |
| Mind | +5% |
| Light | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 13 (35.65183292883%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 20 |
| Mental Save | 19 |
Defense: Resistances
| Blight | + 8%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 12%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 6%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Silence Resistance | 64% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Stun Resistance | 95% |
| Poison Resistance | 10% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
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. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | pair of rough leather boots 'Floequencher' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +12% cold Acc +15 (+5 eff.) Apr +3 ----- def ----- Armour +1 Resists +1% physical Silence- +24% Confus- +22% Stun/Frz- +20% A pair of boots made of leather. |
| Light source | Gorenaught2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Max.HP +42.00 Blind- +20% Disease- +10% Silence- +20% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +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 | iron helm 'Silynne' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Mind.pwr +15 (+6 eff.) Dmg.mod +3% physical ----- def ----- Armour +3 Fatigue +5% Die.at -40.00 life ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm totem of healing [power 110] (9/13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ulorak the Radiance's kiss0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +7 (+3 eff.) Res.pen +5% light Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Fatigue -5% Resists +6% light ---------- misc Max.enc +22 Rings make your fingers look great! |
| On fingers | Growlord0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% nature ----- def ----- Resists +5% blight +9% fire +6% nature Poison- +10% Disease- +12% Stun/Frz- +10% Rings make your fingers look great! |
| Around waist | Cloudwild1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% lightning +6% mind Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 * 10% chance to reduce all saves and defense by 24 ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | Balinik (19-27 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 mind On Hit: * 12% chance to reduce all saves and defense by 24 While equipped: Stats +8 Wil +2 Cun +6 Con dps ---------- Dmg.mod +3% temporal Res.pen +5% temporal Melee Ret 6 mind 4 temporal ----- def ----- Max.HP +31.00 Blunt and deadly. |
| On hands | Galiruirab the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal Silence- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 17 out of 22/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 44.64 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
| Cloak | Plaguewire (26 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +1 Con dps ---------- Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Defense +26 (+10 eff.) Resists +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Elibremina the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str ----- def ----- Fatigue -5% Resists +6% lightning +9% fire HP.reg +1.00 ---------- misc Light +1 Infravis +1 Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 480%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 480% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, light, acid)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 5 light, 4 acid Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Tainthacker the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% nature +6% fire ----- def ----- Resists +3% nature +9% fire Amulets make your neck look great! |
copper agate ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Str +1 Dex +4 Mag +1 Wil +4 Cun +1 Con dps ---------- Spell.pwr +6 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring of time (+10%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +10% temporal Mind.save +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +6 (+3 eff.) Resists +20% lightning Rings make your fingers look great! |
arcing voratun longsword of daylight (44-61 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego] Arcane Power 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 light Against +9% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage Sharp, long, and deadly. |
iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron mace of daylight (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 light Against +7% Undead Blunt and deadly. |
cruel elm starstaff (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic iron waraxe of massacre (18-25 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 One-handed war axes. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +5% light +5% darkness A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Glorynne' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +4 Dex dps ---------- Apr +1 ----- def ----- Defense +1 (+0 eff.) Phys.save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+5 eff.) Dmg.mod +7% all ----- def ----- Resists +9% all Spell.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chaluroddagatar (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +1.0% Spell.crit +2% On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Resists +6% fire +5% cold A pair of boots made of leather. |
Floequench (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% fire On Hit (Melee): * 10% chance to slow global speed by 51% * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal +3% darkness +3% blight +12% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
shielding linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+0 eff.) Resists +11% mind Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% acid HP.reg +2.10 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
177 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scaldumbra2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% mind +3% fire Melee Ret 2 mind 12 fire ----- def ----- Resists +6% mind +6% fire ---------- misc Max.hate +8.00 Light +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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Plop the Dwarf Writhing One level 10
25th Voratun 122nd year of Ascendancy at 03:08 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Plop the Dwarf Writhing One level 9
23rd Voratun 122nd year of Ascendancy at 19:02 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Plop the Dwarf Writhing One level 13
2nd Acquisition 122nd year of Ascendancy at 16:02 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Plop the Dwarf Writhing One level 15
8th Profit 122nd year of Ascendancy at 17:32 see stats
Log
Aerelrarith the red crystal casts Firebeam.
Aerelrarith the red crystal casts Moonlight Ray.
Aerelrarith the red crystal hits Plop for 27 fire, 105 darkness (131 total damage).
Burning from Aerelrarith the red crystal hits Plop for 25 fire damage.
Dissolved Face from Plop hits Golem (servant of Aerelrarith the red crystal) for 13 darkness damage.
Dissolved Face from Plop hits Aerelrarith the red crystal for 12 darkness damage.
Plop uses Resilience of the Dwarves.
Plop's skin turns to stone.
Plop picks up (m.): enveloping linen cloak (7 def, 0 armour).
Talent Teleport: Kroshkkur is ready to use.
Talent Track is ready to use.
Talent Lash Out is ready to use.
Burning from Aerelrarith the red crystal hits Plop for 25 fire damage.
Aerelrarith the red crystal casts Firebeam.
Aerelrarith the red crystal casts Searing Light.
Aerelrarith the red crystal hits Plop for 27 fire, 72 light (99 total damage).
Silobrelle the grizzly bear's Beyond the Flesh hits Plop for 35 physical, 7 darkness, 4 nature, 10 physical (57 total damage).
Melee retaliation hits Silobrelle the grizzly bear for (0 to psi shield), 1 blight, (1 to psi shield), 2 mind, 2 temporal (4 total damage).
Plop the level 15 dwarf writhing one was punctured to death by Silobrelle the grizzly bear on level 5 of Scintillating Caves.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Silobrelle the grizzly bear's Beyond the Flesh killed Plop!
Saving game...
Talent Shed Skin is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!















































































