
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Faster 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 1.7.0Official 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:
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 Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Embers of Rage 1.7.0Official 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:
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. Forbidden Cults 1.7.0Official 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 Roguelike |
Sex | Male |
Race | Dwarf |
Class | Skirmisher |
Level / Exp | 13 / 81% |
Size | medium |
Lifes / Deaths | Killed by Betutta the dozing great wolf at level 13 on the 9th Profit 122nd year of Ascendancy at 10:04 / 1 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 33 (base 29) |
Constitution | 22 (base 10) |
Magic | 8 (base 10) |
Willpower | 22 (base 11) |
Cunning | 54 (base 35) |
Resources
Life | -198/314 |
Stamina | 69/196 |
Healing Factor | 1.1024166372472 |
Regeneration | 0.2756041593118 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 43.873901619887 |
See Invisible | 44.873901619887 |
Offense: Mainhand
Damage | 57 |
Accuracy | 38 |
Crit Chance | 19% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Acid | +3% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Light | +30% |
Physical | +30% |
Cold | +25% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 20.683544434606 (80.640414817322%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 11 |
Mental Save | 36 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 18%( 70%) |
All | + 7%( 70%) |
Lightning | + 13%( 70%) |
Temporal | + 10%( 70%) |
Physical | + 17%( 70%) |
Fire | + 36%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 22% |
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
Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Buckler Training | 1.30 |
| 4/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +3 Dex dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +10% lightning Melee Ret 6 lightning ----- def ----- Armour +1 Stealth +6 ---------- misc Max.psi +20.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 shot ammo [Ego] Nature Power 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 21 Proj.spd +200% Ranged+ +9 cold On Crit.r2 +5 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Res.pen +15% light ----- def ----- Crit.dmg- 5.00% Mind.save +5 (+2 eff.) ---------- misc Max.psi +10.00 Light +3 See.Stealth +5 See.Invis +6 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 | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% physical ----- def ----- Armour +1 Fatigue +1% Resists +1% physical +6% cold +6% fire ---------- misc Max.stam +30.00 A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +22% 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. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +3% acid Res.pen +15% physical ----- def ----- Resists +3% temporal Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 108 physical damage Puts all charms on 15 cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +3 Wil dps ---------- Melee Ret 2 nature ----- def ----- Resists +3% nature Crit.dmg- 5.00% Mind.save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +1 Wil dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +10% mind Acc +4 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +3% blight Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +15% light +25% cold On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +5% arcane +3% blight Amulets make your neck look great! |
In main hand | ![]() 4.0 T1 sling 1H weapon [Rare] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 On Hit: * 20% chance to reduce all saves and defense by 26 While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Die.at -20.00 life ---------- misc Vim/s.crit +1.00 Masteries +0.10 Wild-gift/Fungus Regenerate 62 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Mind.pwr +8 (+3 eff.) Melee Ret 6 darkness ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Max.psi +10.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Psionic When used to Attack: Power 17.5 - 21.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 Melee+ +10 physical While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +10% physical Shield.near.proj +15 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun +2 Con dps ---------- Res.pen +15% physical On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Defense +1 (+0 eff.) Resists +6% acid +6% fire +6% lightning +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Str +3 Cun +2 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +19% fire +7% all Mind.save +9 (+4 eff.) ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold ----- def ----- Resists +6% lightning +9% cold +14% light +11% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 4.0 T1 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +9% fire Crit.dmg- 5.00% Phys.save +6 (+3 eff.) ---------- misc See.Invis +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Res.pen +5% physical Apr +2 ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +3% fire Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Mag +2 Cun +4 Con dps ---------- Dmg.mod +6% cold Melee Ret 2 cold ----- def ----- Defense +1 (+0 eff.) Resists +9% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +6 (+2 eff.) Phys.save +5 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% cold Res.pen +15% arcane +5% mind ----- def ----- Defense +1 (+0 eff.) Resists +15% cold +3% mind +5% arcane A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% fire +11% light +10% darkness A suit of armour made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +42 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% acid ---------- misc Light +6 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. |
![]() 2.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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. |
![]() 3.0 T1 shot ammo [Normal] Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 12 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T1 shot ammo [Ego] Master Power 16.5 - 19.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego] Arcane/Master Power 41.0 - 49.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +5 Apr +5 Crit +5.5% Capacity 19 Rld cld 3 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 98 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Diggle the Stinky the Dwarf Skirmisher level 9
25th Voratun 122nd year of Ascendancy at 14:39 see stats
By Diggle the Stinky the Dwarf Skirmisher level 10
2nd Acquisition 122nd year of Ascendancy at 00:21 see stats
By Diggle the Stinky the Dwarf Skirmisher level 5
19th Voratun 122nd year of Ascendancy at 08:26 see stats
By Diggle the Stinky the Dwarf Skirmisher level 6
20th Voratun 122nd year of Ascendancy at 08:14 see stats
By Diggle the Stinky the Dwarf Skirmisher level 9
31st Voratun 122nd year of Ascendancy at 18:49 see stats
Log
You gain 7.86 gold from the transmogrification of Smoldertide the iron pickaxe (dig speed 36 turns).
You gain 1.26 gold from the transmogrification of cleansing cured leather armour (6 def, 4 armour).
You gain 9.16 gold from the transmogrification of Boltraze (0 def, 3 armour).
You gain 1.17 gold from the transmogrification of mindwoven woollen robe of frost (+9%) (0 def, 0 armour).
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 1.45 gold from the transmogrification of nightruned rough leather belt of carrying.
You gain 0.59 gold from the transmogrification of cleansing rough leather belt.
You gain 12.02 gold from the transmogrification of Flamewisp the steel waraxe (14-20 power, 3 apr).
You gain 2.08 gold from the transmogrification of horrifying vined mindstar of life (6-6 power, 18 apr, mind damage).
You gain 3.33 gold from the transmogrification of harmonious vined mindstar of balance (4-4 power, 18 apr, mind damage).
You gain 0.90 gold from the transmogrification of gifted vined mindstar (4-5 power, 18 apr, mind damage).
You gain 2.55 gold from the transmogrification of creative vined mindstar of balance (4-5 power, 18 apr, mind damage).
You gain 1.78 gold from the transmogrification of blooming mossy mindstar of balance (2-3 power, 12 apr, mind damage).
You gain 1.31 gold from the transmogrification of iron greatmaul of erosion (17-26 power, 1 apr).
You gain 1.17 gold from the transmogrification of shielding rune (absorb 57; dur 3; cd 18).
You gain 0.59 gold from the transmogrification of manasurge rune (regen 600% over 10 turns; mana 30; cd 13).
There is a ladder to the previous level here (press '' or right click to use).
There is a ladder to the next level (blighted aura) here (press '' or right click to use).
There is a ladder to the previous level (blighted aura) here (press '' or right click to use).
Diggle the Stinky slows down.
Explosive Saw from Betutta the dozing great wolf hits Diggle the Stinky for 19 physical damage.
There is a ladder to the next level here (press '' or right click to use).
Resting starts...
The saw embedded in Diggle the Stinky flies back its source.
Rested for 1 turns (stop reason: taken damage).
The saw drags Diggle the Stinky towards Something!
Talent Noggin Knocker is ready to use.
Something hits Diggle the Stinky for 84 fire damage.
Diggle the Stinky the level 13 dwarf skirmisher was combusted to death by Betutta the dozing great wolf on level 1 of Heart of the Gloom.