








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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 | Normal Adventure |
Sex | Male |
Race | Drem |
Class | Brawler |
Level / Exp | 20 / 58% |
Size | medium |
Lifes / Deaths | Killed by Glorotha the brown bear at level 9 on the 30th Voratun 122nd year of Ascendancy at 19:20 0 / 6Killed by Salymina the cold drake hatchling at level 14 on the 3rd Profit 122nd year of Ascendancy at 20:04 Killed by Salymina the cold drake hatchling at level 14 on the 3rd Profit 122nd year of Ascendancy at 21:56 Killed by Layariata the thief at level 15 on the 5th Profit 122nd year of Ascendancy at 14:06 Killed by Glorunne the orc warrior at level 16 on the 6th Profit 122nd year of Ascendancy at 00:57 Killed by elven cultist at level 20 on the 11st Profit 122nd year of Ascendancy at 07:23 |
Primary Stats
Strength | 20.7938577855 (base 17) |
Dexterity | 29.7938577855 (base 35) |
Constitution | 24.759991510934 (base 14) |
Magic | 16 (base 10) |
Willpower | 15 (base 10) |
Cunning | 52 (base 46) |
Resources
Life | -14/583 |
Stamina | 143/190 |
Healing Factor | 1.3736783129566 |
Regeneration | 8.9182959681104 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +138.81193288134% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Barehand
Damage | 71 |
Accuracy | 42 |
Crit Chance | 18% |
APR | 3 |
Speed | 0.80 |
Offense: Spell
Spellpower | 0 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Physical | +3% |
Acid | +18% |
Offense: Damage Penetration
Lightning | +5% |
Arcane | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (36.618610747051%) |
Defense | 43 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 37 |
Mental Save | 38 |
Defense: Resistances
Lightning | + 25%( 70%) |
Temporal | + 7%( 70%) |
Nature | -9%( 70%) |
Arcane | -10%( 70%) |
Cold | + 8%( 70%) |
All | -16%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 45 and cleanse 1 wound and 1 poison effect. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 93 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Striking Stance |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Increases global action speed by 39%. Reflexive Dodging |
beneficial effect | Countering melee attacks: Has a 28% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
detrimental effect | The target is infected by a disease, reducing its dexterity by 20 and doing 33.49 blight damage per turn. Decrepitude Disease |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target is recovering 22 life each turn. Recovery |
detrimental effect | The target is infected by a disease, reducing its constitution by 14 and doing 50.67 blight damage per turn. Rotting Disease |
detrimental effect | The target is infected by a disease, reducing its strength by 20 and doing 33.49 blight damage per turn. Weakness Disease |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 17) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 19)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 4)You completed the challenge and received: Random Artifact: Bethata (25-30 power, 5 apr, fire element) | 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% Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to blind Changes damage: +18% acid Light radius: +3 Infravision radius: +2 A pair of boots made of leather. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Changes stats: +5 Str / +4 Dex Changes resistances penetration: +5% lightning When used to modify unarmed attacks: Base power: 23.5 - 25.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +12 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 arcane / 12 darkness Changes stats: +5 Dex / +6 Cun / +6 Wil Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Mindpower: +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes damage: +3% physical Stamina each turn: +0.80 Maximum stamina: +20.00 Healing mod.: +15% It can be used to reveal the area around you, dispelling darkness (radius 10, power 41 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex / +4 Mag / +2 Con Changes damage: +15% darkness Physical save: +4 (+2 eff.) Spell save: +8 (+4 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+3 eff.) Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +1 Dex / +3 Con Changes resistances: +12% lightning / +13% temporal Pinning immunity: +22% Knockback immunity: +20% Infravision radius: +2 Amulets can have magical properties. |
Main armor | ![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +17% lightning / +21% cold / +6% nature Life regen: +2.00 Stamina each turn: +0.50 A suit of armour made of leather. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +6 See invisible: +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. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Maximum life: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +7% temporal Life regen: +1.10 Healing mod.: +11% A belt that goes around your waist. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% 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%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() slime-covered iron mace of erosion (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Slows global speed by 6% Damage (Melee): +6 temporal / +6 nature Blunt and deadly. |
![]() cruel yew magestaff of might (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+5 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering yew magestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Mana each turn: +0.18 Maximum mana: +48.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() steel waraxe (14-19.6 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
![]() cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() woollen robe of the mountain (+11%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() insulating hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% cold / +6% fire A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun / +7 Wil Physical save: +7 (+3 eff.) Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% acid / +3% fire / +17% cold Changes resistances penetration: +10% acid Changes damage: +9% acid / +9% fire A suit of armour made of leather. |
![]() enlightening steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +4 Cun / +4 Wil Mental save: +12 (+5 eff.) A suit of armour made of metal plates. |
![]() rejuvenating iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Life regen: +2.30 Stamina each turn: +0.50 A suit of armour made of metal plates. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid 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 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() defiled ash wand of trap destruction [power 40] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +7.00 It can be used to disarm traps (40 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 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 Zirmike the Drem Brawler level 11
2nd Acquisition 122nd year of Ascendancy at 07:57 see stats
By Zirmike the Drem Brawler level 13
1st Profit 122nd year of Ascendancy at 11:43 see stats
By Zirmike the Drem Brawler level 10
1st Acquisition 122nd year of Ascendancy at 01:10 see stats
By Zirmike the Drem Brawler level 19
10th Profit 122nd year of Ascendancy at 12:28 see stats
By Zirmike the Drem Brawler level 10
31st Voratun 122nd year of Ascendancy at 01:30 see stats
By Zirmike the Drem Brawler level 20
10th Profit 122nd year of Ascendancy at 22:51 see stats
By Zirmike the Drem Brawler level 20
10th Profit 122nd year of Ascendancy at 23:08 see stats
Log
Rotting Disease from Elven cultist hits Zirmike for (17 resist armour), (29 absorbed), 25 blight (25 total damage).
Ancient elven mummy casts Rune: Invisibility.
Ancient elven mummy vanishes from sight.
Rotting Disease from Elven cultist hits Ancient elven mummy for 61 blight damage.
Rotting Disease from Elven cultist hits White wolf for 61 blight damage.
--------------------------------
Zirmike throws a wild haymaker!
Zirmike misses Something.
White wolf howls
Zirmike is afflicted by a weakness disease!
Something misses Zirmike.
Zirmike misses Something.
Decrepitude Disease from Elven cultist hits Zirmike for (17 resist armour), 30 blight (30 total damage).
Weakness Disease from Elven cultist hits Zirmike for (17 resist armour), 30 blight (30 total damage).
Rotting Disease from Elven cultist hits Zirmike for (17 resist armour), 54 blight (54 total damage).
White wolf recovers sight.
Rotting Disease from Elven cultist hits White wolf for 61 blight damage.
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Zirmike throws a concussive punch.
Zirmike performs a melee critical strike against White wolf!
White wolf shrugs off the critical damage!
Zirmike hits Something for 12 physical, 14 physical (27 total damage).
Zirmike hits White wolf for 93 physical, 12 physical, 14 physical (120 total damage).
Zirmike hits Something for 12 physical, 14 physical (27 total damage).
White wolf activates Icy Skin.
Zirmike speeds up.
Zirmike is recovering from the damage!
Saving game...