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. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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: 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Quick Drown NPCs AOE 1.5.10 Better Item Description 1.6.6This 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 Improved Auto-explore and Rest 1.7.2Quality 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 1.7.0Official 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 Adventure |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 18 / 35% |
Size | medium |
Lifes / Deaths | Killed by The Mouth at level 7 on the 23rd Voratun 122nd year of Ascendancy at 06:46 0 / 6Killed by Silulrarin the armoured skeleton warrior at level 13 on the 39th Dearth 122nd year of Ascendancy at 20:06 Killed by Gorabrebeth the armoured skeleton warrior at level 13 on the 39th Dearth 122nd year of Ascendancy at 21:32 Killed by elven cultist at level 17 on the 8th Loss 122nd year of Ascendancy at 23:33 Killed by ritch flamespitter at level 18 on the 27th Loss 122nd year of Ascendancy at 21:20 Killed by Assassin Lord at level 18 on the 11st Iron 123rd year of Ascendancy at 06:24 |
Primary Stats
Strength | 50 (base 42) |
Dexterity | 42 (base 39) |
Constitution | 25 (base 12) |
Magic | 8 (base 10) |
Willpower | 17 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | -31/710 |
Stamina | 85/194 |
Healing Factor | 1.1245178243369 |
Regeneration | 4.1242219466506 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 71 |
Accuracy | 48 |
Crit Chance | 14% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +22% |
Temporal | +9% |
Blight | +8% |
Physical | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +7% |
Temporal | +35% |
Defense: Base
Armour (hardiness) | 67.723073231957 (96.438666929426%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 26 |
Physical Save | 45 |
Spell Save | 29 |
Mental Save | 35 |
Defense: Resistances
Darkness | + 9%( 70%) |
Light | + 3%( 70%) |
Temporal | + 3%( 70%) |
Fire | + 10%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 20% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 386 life over 5 turns. Its effects scale with your Strength stat. |
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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 460% 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 Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 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 failed to protect the lost defiler from death by Vorythra the large brown snake. Escort: lost defiler (level 2 of Trollmire) | failed |
You failed to protect the lost tinker from death by copperhead snake. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | failed |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | Blackwaker (0 def, 4 armour) Blackwaker (0 def, 4 armour)3.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +7% physical +10% darkness +25% temporal Melee Ret 8 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +3% ---------- misc Light +3 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Gytta' brass lantern 'Gytta'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Armour +6 Defense +10 (+5 eff.) ---------- misc Light +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 | Ivildalaith the iron helm (0 def, 3 armour) Ivildalaith the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Mind.crit +2% ----- def ----- Armour +3 Fatigue +5% Resists +3% light Stun/Frz- +20% Teleport- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | umbral voratun gauntlets of dexterity (+2) (0 def, 3 armour) umbral voratun gauntlets of dexterity (+2) (0 def, 3 armour)1.5 T4 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 10 darkness Dmg.mod +3% darkness Acc +16 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% darkness 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. |
Tool | Velegann the Duskfury [power 110] (16/15 cooldown) Velegann the Duskfury [power 110] (16/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% darkness +9% temporal Res.pen +10% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 13% ----- def ----- Resists +3% temporal Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 1/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | titan's copper ring of clarity titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Mind.save +5 (+3 eff.) Confus- +20% Rings make your fingers look great! |
Around neck | copper amulet of constitution (+3) copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
In main hand | Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | linen cloak 'Blazedredge' (1 def, 8 armour) linen cloak 'Blazedredge' (1 def, 8 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Crit.mult +10.00% Apr +1 ----- def ----- Armour +8 Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel plate armour of implacability (0 def, 14 armour) steel plate armour of implacability (0 def, 14 armour)17.0 T2 massive armor [Ego+] Master While equipped: ----- def ----- Armour +14 Fatigue +18% Phys.save +6 (+2 eff.) A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 146; cd 15) healing infusion of the warrior (heal 146; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 550%; cd 8) movement infusion of the warrior (speed 550%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 550% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
copper ring of sensing copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +8 See.Invis +6 Rings make your fingers look great! |
psionicist's copper ring of lightning (+22%) psionicist's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +6 (+3 eff.) Rings make your fingers look great! |
truestriking dwarven-steel greatsword of projection (33-53 power, 2 apr) truestriking dwarven-steel greatsword of projection (33-53 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Master/Psionic Power 33.0 - 52.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +10% physical Acc +12 (+4 eff.) Apr +9 Massive two-handed swords. |
iron longsword of projection (12-17 power, 2 apr) iron longsword of projection (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Psionic Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
steel longsword 'Glaretide' (15-21 power, 3 apr) steel longsword 'Glaretide' (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 nature +4 arcane On Crit.r2 +4 light On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +5% arcane +10% light Acc +5 (+1 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +5% arcane Disarm- +22% Sharp, long, and deadly. |
Floenail (12-17 power, 2 apr) Floenail (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 cold On Hit.r1 +7 fire While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +3% cold One-handed war axes. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Barkvalor the steel shield (0 def, 4 armour, 12-15 power, 43.5 block) Barkvalor the steel shield (0 def, 4 armour, 12-15 power, 43.5 block)7.0 T2 shield armor [Random Unique] Arcane/Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +44 Melee+ +8 nature +11 light +12 darkness On Hit: * 20% chance to slow global speed by 41% While equipped: Stats +2 Str +2 Dex +3 Mag +1 Cun dps ---------- Dmg.mod +3% acid +10% light +13% darkness Acc +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning +10% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Lustrelace (0 def, 4 armour, 16-19 power, 38.5 block) Lustrelace (0 def, 4 armour, 16-19 power, 38.5 block)7.0 T2 shield armor [Random Unique] Arcane/Nature/Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +38 Melee+ +12 lightning On Crit.r2 +12 light While equipped: Stats +1 Dex dps ---------- Melee Ret 3 lightning 2 mind ----- def ----- Armour +4 Fatigue +8% Resists +25% lightning +3% mind Max.HP +40.00 ---------- misc Light +2 Talents +1 Block Handheld deflection devices. |
Shadoworacle the iron plate armour (0 def, 7 armour) Shadoworacle the iron plate armour (0 def, 7 armour)17.0 T1 massive armor [Rare] Psionic While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +6% darkness +3% blight +3% nature +5% arcane +6% mind Mind.save +11 (+5 eff.) Max.HP +40.00 A suit of armour made of metal plates. |
Bogborn the rough leather belt Bogborn the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 2 nature ----- def ----- Defense +9 (+5 eff.) Spell.save +9 (+4 eff.) Stealth +6 Silence- +20% A belt that goes around your waist. |
Xanisetha the Windrupture Xanisetha the Windrupture1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +3% nature Against +18% Summoned Melee Ret 6 nature ----- def ----- Resists +3% temporal D.Red.from +15% Summoned Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
pair of iron boots 'Sootsever' (0 def, 3 armour) pair of iron boots 'Sootsever' (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal +2% physical ---------- misc Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 30.30 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tundrawill the cashmere wizard hat (2 def, 4 armour) Tundrawill the cashmere wizard hat (2 def, 4 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +3% lightning +12% light +6% cold +19% nature +5% arcane Crit.dmg- 10.00% A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 24.21 to 72.63 lightning damage (48.42 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
4 agate 4 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. |
5 spinel 5 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. |
4 ametrine 4 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. |
4 citrine 4 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 zircon 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. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
184 alchemist agate 184 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. |
Cyrimira the brass lantern Cyrimira the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +1 Con dps ---------- Res.pen +10% acid ----- def ----- Max.HP +42.00 ---------- misc Light +3 Infravis +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. |
Polylethra the brass lantern Polylethra the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Defense +5 (+3 eff.) Resists +5% arcane Crit.dmg- 10.00% Confus- +20% ---------- 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. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Nimbuswither the iron pickaxe (dig speed 31 turns) Nimbuswither the iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Mind.crit +5% Res.pen +10% lightning ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Psi/ret +0.04 Max.hate +2.00 Max.psi +10.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 39 turns) woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Asphyxiation (1/1) Rod of Asphyxiation (1/1)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 25 power out of 25/25 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
extending dwarven-steel torque of psionic shield [power 71] (16/25 cooldown) extending dwarven-steel torque of psionic shield [power 71] (16/25 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 71 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Achievements
By EzWin the Dwarf Bulwark level 18
23rd Shortage 122nd year of Ascendancy at 18:38 see stats
By EzWin the Dwarf Bulwark level 10
35th Dearth 122nd year of Ascendancy at 03:36 see stats
By EzWin the Dwarf Bulwark level 5
20th Voratun 122nd year of Ascendancy at 17:22 see stats
By EzWin the Dwarf Bulwark level 8
45th Profit 122nd year of Ascendancy at 00:34 see stats
By EzWin the Dwarf Bulwark level 16
4th Loss 122nd year of Ascendancy at 09:47 see stats
Log
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Assassin Lord is dazed!
EzWin steals life from Assassin Lord!
EzWin hits Assassin Lord for 10 blight, 33 darkness, 4 darkness (46 total damage).
Bandit uses Infusion: Healing.
Bandit receives 110 healing from Infusion: Healing.
Deadly Poison from Thief hits EzWin for 100 nature damage.
Assassin Lord uses Venomous Strike.
Assassin Lord misses EzWin.
Assassin Lord is not dazed anymore.
Blade Flurry performs a melee critical strike against Bandit!
EzWin is poisoned!
EzWin slows down.
Melee retaliation hits Assassin Lord for 3 darkness damage.
Blade Flurry hits Bandit for 58 physical, 21 darkness, 54 physical (133 total damage).
Assassin Lord hits EzWin for 1 nature, 8 darkness (9 total damage).
EzWin instinctively hardens her skin and ignores the attack!
EzWin repels an attack from Bandit.
Bandit hits EzWin for 1 physical, 7 temporal (8 total damage).
Melee retaliation hits Bandit for 4 darkness damage.
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Last Stand is still on cooldown for 6 turns.
Talent Shield Pummel is ready to use.
Talent Infusion: Healing is ready to use.
Talent Assault is ready to use.
Talent Rush is ready to use.
Poison from Assassin Lord hits EzWin for 62 nature damage.
Deadly Poison from Thief hits EzWin for 100 nature damage.
EzWin the level 18 dwarf bulwark was slimed to death by Assassin Lord on level 2 of Unknown tunnels.