Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. 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:
Improved player targetting 1.2.0Player's targetting improvements. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 27 / 74% |
Size | medium |
Lifes / Deaths | Killed by Bethanor the stone troll at level 17 on the 1st Mirth 122nd year of Ascendancy at 08:58 0 / 6Killed by Bethanor the stone troll at level 17 on the 1st Mirth 122nd year of Ascendancy at 09:57 Killed by Vare at level 19 on the 4th Flare 122nd year of Ascendancy at 14:10 Killed by Xima the bandit at level 26 on the 10th Flare 122nd year of Ascendancy at 11:19 Killed by Xima the bandit at level 27 on the 10th Flare 122nd year of Ascendancy at 13:17 Killed by Betewe the giant army ant at level 27 on the 10th Flare 122nd year of Ascendancy at 15:39 |
Primary Stats
Strength | 49 (base 43) |
Dexterity | 31 (base 12) |
Constitution | 18 (base 12) |
Magic | 54 (base 36) |
Willpower | 31 (base 27) |
Cunning | 36 (base 23) |
Resources
Mana | 361/361 |
Psi | 121/121 |
Vim | 224/224 |
Life | 790/790 |
Stamina | 230/230 |
Steam | 100/100 |
Healing Factor | 1.543829787234 |
Regeneration | 10.884 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +102% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 62 |
Accuracy | 49 |
Crit Chance | 21% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 30 |
Accuracy | 49 |
Crit Chance | 21% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Mind | +18% |
Acid | +3% |
Darkness | +19% |
Temporal | +4% |
Blight | +12% |
Physical | +12% |
Fire | +3% |
Nature | +39% |
Offense: Damage Penetration
Darkness | +20% |
Light | +5% |
Fire | +37% |
Arcane | +10% |
Mind | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 40.5 (80%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 6 |
Physical Save | 43 |
Spell Save | 32 |
Mental Save | 28 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 12%( 70%) |
Physical | + 1%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Darkness | + 26%( 70%) |
Light | + 3%( 70%) |
Temporal | + 13%( 70%) |
Lightning | + 19%( 70%) |
Fire | + 54%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Stun Resistance | 15% |
Disarm Resistance | 20% |
Poison Resistance | 25% |
Blind Resistance | 5% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 185 life over 5 turns. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
Technique / Magical combat | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Psionic / Finer energy manipulations | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.00 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 29% of the way to your next Rank. You have killed: 21 Uniques 16 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
Equipment
Psionic focus | Turanik the iron greatsword (119% power, 1 apr) Turanik the iron greatsword (119% power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 1 Power: 120% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 13 bleeding, 52% reduced healing Damage (Melee): +21 insidious poison When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +12.0% Physical power: +9 (+3 eff.) Damage when hit (Melee): 12 temporal Changes stats: +3 Str Changes resistances: +1% physical Changes damage: +12% physical Physical save: +20 (+6 eff.) Life regen: +0.20 Stamina when hit: +1.12 Only die when reaching: -40.00 life Massive two-handed swords. |
On hands | Ulfedor (0 def, 4 armour) Ulfedor (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Damage when hit (Melee): 4 acid Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +3% acid / +6% temporal Changes damage: +4% temporal Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Mental save: +7 (+4 eff.) Blindness immunity: +5% Poison immunity: +15% Stun/Freeze immunity: +15% Maximum life: +44.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | brass lantern 'Cinderzephyr' brass lantern 'Cinderzephyr'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +4 Mag Changes resistances: +3% fire Changes resistances penetration: +15% darkness / +15% fire Changes damage: +9% darkness / +3% fire Maximum life: +44.00 Spellpower: +7 (+3 eff.) Light radius: +7 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 | Hanakhad (0 def, 1 armour) Hanakhad (0 def, 1 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Dex / +5 Mag / +1 Wil Changes resistances: +6% acid / +7% temporal / +13% lightning / +6% fire / +6% nature / +6% cold Grants telepathy: Humanoid/Orc Spell save: +4 (+2 eff.) Maximum life: +46.00 Healing mod.: +13% A cap made of leather. |
On feet | Poxripper the pair of rough leather boots (0 def, 6 armour) Poxripper the pair of rough leather boots (0 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: -4% Effects on melee hit: * Slows global speed by 15% * 15% chance to blind Changes stats: +3 Mag / +3 Wil Changes resistances: +3% nature / +3% light Changes resistances penetration: +5% light Changes damage: +18% nature Maximum encumbrance: +25 Physical save: +7 (+2 eff.) Infravision radius: +2 It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Tool | Poroldaleth the Taintdeath [power 1] (10 cooldown) Poroldaleth the Taintdeath [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +12% nature It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | marksman's copper ring of darkness (+20%) marksman's copper ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
On fingers | pixie's copper ring of tenacity pixie's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Mag Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +20.00 Spellpower: +6 (+2 eff.) Rings can have magical properties. |
Around neck | copper amulet 'Rhehad' copper amulet 'Rhehad'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -10% Changes stats: +5 Dex / +1 Mag / +3 Cun / +6 Con Changes resistances penetration: +5% arcane Changes damage: +3% blight Critical mult.: +10.00% Physical save: +7 (+2 eff.) Life regen: +2.80 Stamina each turn: +0.40 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +35.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +1% Movement speed: +10% Amulets can have magical properties. |
In main hand | iron steamsaw 'Mardydrastir' (109% power, 0 apr) iron steamsaw 'Mardydrastir' (109% power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 109% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +11 On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +7 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +4% Changes resistances: +9% blight / +16% fire / +3% cold Changes resistances penetration: +7% fire Talent granted: +1 Block Reduces incoming crit damage: 10.00% Poison immunity: +10% Disease immunity: +5% Global speed: +2% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | Zubylle the Duskstake Zubylle the DuskstakeInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% darkness / +6% fire / +6% cold / +6% lightning Changes resistances penetration: +5% darkness / +5% arcane Spell save: +12 (+6 eff.) Life regen: +0.90 Maximum vim: +20.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +1% Healing mod.: +11% A belt that goes around your waist. |
In off hand | Salyna the iron steamsaw (105% power, 0 apr) Salyna the iron steamsaw (105% power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 106% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +8 Burst (radius 1) on hit: +12 blight Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Damage (Melee): 6 acid Damage when hit (Melee): 10 acid Changes resistances: +3% blight Changes resistances penetration: +5% mind Changes damage: +9% blight Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Zanoruihad the linen cloak (1 def, 0 armour) Zanoruihad the linen cloak (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +15% acid Changes resistances penetration: +10% mind Changes damage: +18% mind / +3% acid Physical save: +6 (+2 eff.) Mental save: +7 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Toryrakan the Blazewitch (2 def, 4 armour) Toryrakan the Blazewitch (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 12 fire Changes resistances: +9% nature / +23% fire Changes resistances penetration: +15% fire Changes damage: +9% nature Life regen: +2.90 Maximum life: +89.00 Healing mod.: +24% A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion (rad 9; power 21; turns 5; dispels darkness)sun infusion (rad 9; power 21; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 20%; cure mental) wild infusion of the wizard (resist 20%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 cure yourself of one random mental effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Branimnir the iron greatsword (120% power, 1 apr) Branimnir the iron greatsword (120% power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 121% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 32% chance to disease Damage (Melee): +16 blight When wielded/worn: Accuracy: +18 (+6 eff.) Defense: +19 (+10 eff.) Damage when hit (Melee): 16 acid / 8 blight Changes resistances: +6% blight Changes resistances penetration: +5% acid / +5% blight Changes damage: +6% blight Disarm immunity: +64% Massive two-handed swords. |
Glowreign (117% power, 1 apr) Glowreign (117% power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 117% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 12% chance to corrode armour by 30% Damage (Melee): +19 insidious poison Burst (radius 2) on crit: +12 ice When wielded/worn: Armour: +9 Changes resistances penetration: +9% acid / +9% cold / +15% light Critical mult.: +5.00% Life regen: +1.26 Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Light radius: +3 Massive two-handed swords. |
Belaganne the iron longsword (112% power, 2 apr) Belaganne the iron longsword (112% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 7% chance to inflict 15% damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +8 acid / +8 cold When wielded/worn: Changes resistances: +3% blight Physical save: +36 (+12 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Stun/Freeze immunity: +20% Sharp, long, and deadly. |
Eremaduneg the iron mace (112% power, 2 apr) Eremaduneg the iron mace (112% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 1 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 6% chance to disease Damage (Melee): +7 blight Burst (radius 2) on crit: +7 ice When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Physical crit. chance: +3.0% Armour: +6 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Damage when hit (Melee): 12 blight Changes resistances: +1% physical Changes resistances penetration: +6% cold / +6% physical Changes damage: +6% physical Disease immunity: +13% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's steel mace of shearing (114% power, 3 apr)warbringer's steel mace of shearing (114% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 114% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical power: +8 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +15% physical Changes damage: +9% physical Disarm immunity: +17% Blunt and deadly. |
Flashidol the elm vilestaff (107% power, 2 apr, physical element) Flashidol the elm vilestaff (107% power, 2 apr, physical element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 Power: 107% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +12 lightning When wielded/worn: Changes resistances: +6% light / +9% fire Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. strafer's dwarven-steel steamgun of recursionstrafer's dwarven-steel steamgun of recursion Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage conversion: 36% temporal Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+3 eff.) Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamsaw 'Layutira' (109% power, 0 apr) iron steamsaw 'Layutira' (109% power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 109% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +12 Damage (Melee): +6 nature / +6 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Changes resistances penetration: +5% arcane Changes damage: +3% arcane / +6% temporal Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
iron steamsaw 'Zanudil' (109% power, 0 apr) iron steamsaw 'Zanudil' (109% power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 109% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +9 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Dex / +2 Cun Changes resistances: +18% acid / +18% fire Grants telepathy: Dragon Talent granted: +1 Block Light radius: +2 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. glacial steel waraxe of purging (118% power, 3 apr)glacial steel waraxe of purging (118% power, 3 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +10 nature Burst (radius 2) on crit: +11 ice When wielded/worn: Armour: +7 Changes resistances penetration: +7% cold One-handed war axes. |
Radiancefury RadiancefuryInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% nature Changes resistances penetration: +25% light Physical save: +6 (+2 eff.) Maximum life: +35.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Xyrita the Dazzlecrack (1 def, 0 armour) Xyrita the Dazzlecrack (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Damage when hit (Melee): 4 light / 12 fire Changes stats: +2 Dex / +3 Wil / +2 Cun Changes resistances penetration: +25% light / +5% fire Mental save: +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xille the pair of rough leather boots (0 def, 6 armour) Xille the pair of rough leather boots (0 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +1.0% Physical power: +12 (+3 eff.) Armour: +6 Fatigue: +1% Changes resistances: +6% fire / +6% cold Physical save: +9 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Life regen: +0.80 Infravision radius: +2 Healing mod.: +10% A pair of boots made of leather. |
grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Changes resistances: +6% lightning / +5% temporal A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
corrosive rough leather gloves of strength (+3) (0 def, 1 armour) corrosive rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 6 acid Changes stats: +3 Str Changes resistances: +5% acid Changes damage: +3% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Bethille the iron helm (0 def, 3 armour) Bethille the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 12 mind / 6 physical Changes stats: +3 Str / +3 Con Changes resistances penetration: +20% arcane / +5% mind Changes damage: +15% mind / +3% arcane It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 128.4 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Morebers (1 def, 0 armour) Morebers (1 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +4 (+1 eff.) Defense: +1 (+1 eff.) Changes resistances: +6% blight / +6% fire / +3% darkness / +6% cold A pointy cloth hat, very wizardly... |
rough leather cap 'Relgaregohor' (5 def, 6 armour) rough leather cap 'Relgaregohor' (5 def, 6 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+3 eff.) Fatigue: +1% Damage when hit (Melee): 8 arcane / 5 physical Changes stats: +3 Str / +2 Dex / +5 Wil / +1 Cun / +3 Con Changes resistances: +6% blight / +3% all Changes resistances penetration: +10% arcane Physical save: +6 (+2 eff.) Mental save: +7 (+4 eff.) Light radius: +2 See invisible: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 128.4 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Elelrarin the Ravenmarrow (2 def, 9 armour) Elelrarin the Ravenmarrow (2 def, 9 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +6% mind / +3% darkness Changes damage: +3% darkness / +12% fire Physical save: +6 (+2 eff.) Mental save: +13 (+7 eff.) A suit of armour made of mail. |
rejuvenating iron mail armour of cold resistance (2 def, 4 armour) rejuvenating iron mail armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +15% cold Life regen: +2.10 Stamina each turn: +0.60 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour of Eyal (2 def, 6 armour)spiked steel mail armour of Eyal (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 13 physical Life regen: +1.60 Maximum life: +54.00 Healing mod.: +17% A suit of armour made of mail. |
10 agate 10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
Cyryna CyrynaPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +7% blight / +8% darkness Changes damage: +18% acid / +9% blight Mental save: +13 (+7 eff.) Vim when firing critical spell: +3.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Mindpower: +13 (+6 eff.) Mental crit. chance: +14% Light radius: +3 Infravision radius: +5 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 21 blight damage or heals 27 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Vare the Cornac Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Vare the Cornac Adventurer level 20
10th Flare 122nd year of Ascendancy at 04:54 see stats
By Vare the Cornac Adventurer level 18
1st Mirth 122nd year of Ascendancy at 21:37 see stats
Log
Betewe the giant army ant hits Cutpurse for 114 cold, 331 fire (445 total damage).
Betewe the giant army ant hits Assassin for 114 cold, 331 fire (445 total damage).
Betewe the giant army ant hits Golem (servant of Mayegawen the large brown snake) for 114 cold, 331 fire (445 total damage).
Betewe the giant army ant hits Vare for (8 turned into osmosis), 65 cold, (8 turned into osmosis), 152 fire (217 total damage).
Vare the level 27 cornac adventurer was burnt to death by Betewe the giant army ant on level 1 of The Maze.
You have no more lives left.
Vare deactivates Arcane Feed.
Vare is no longer surging arcane power.
Vare deactivates Beyond the Flesh.
Vare deactivates Hardened Core.
Vare deactivates Chant of Fortress.
Vare deactivates Osmosis Shield.
Vare is fully armored again.
Vare deactivates Arcane Combat.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Betewe the giant army ant killed Vare!
Resting starts...
Talent Infusion: Healing is ready to use.
Talent Saw Wheels is ready to use.
Talent Arcane Feed is ready to use.
Talent Arcane Combat is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Chant of Fortress is ready to use.
Talent Osmosis Shield is ready to use.
Talent Hardened Core is ready to use.
Rested for 31 turns (stop reason: all resources and life at maximum).
Saving done.