Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
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 1.5.0Donators/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:
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 Frendlier Fire 1.5.5 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. Improved player targetting 1.2.0Player's targetting improvements. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 17 / 87% |
Size | medium |
Lifes / Deaths | Killed by shadowblade at level 9 on the 3rd Acquisition 122nd year of Ascendancy at 03:14 1 / 4Killed by thief at level 9 on the 3rd Acquisition 122nd year of Ascendancy at 04:34 Killed by Yvagath the rattlesnake at level 10 on the 3rd Profit 122nd year of Ascendancy at 14:54 Killed by Salawe the orc warrior at level 16 on the 22nd Wealth 122nd year of Ascendancy at 17:47 |
Primary Stats
Strength | 30 (base 22) |
Dexterity | 15 (base 12) |
Constitution | 35 (base 12) |
Magic | 28 (base 28) |
Willpower | 43 (base 34) |
Cunning | 20 (base 15) |
Resources
Mana | 191/191 |
Equilibrium | 48 |
Vim | 135/146 |
Life | 619/619 |
Psi | 153/153 |
Stamina | 212/212 |
Paradox | 300 |
Healing Factor | 1.2829268292683 |
Regeneration | 1.3470731707317 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 3 |
Offense: Mainhand
Damage | 59 |
Accuracy | 32 |
Crit Chance | 10% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 32 |
Crit Chance | 8% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Physical | +35% |
Fire | +20% |
Blight | +6% |
Arcane | +6% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +20% |
Lightning | +10% |
Arcane | +10% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 58.928580281879 (74.117647058824%) |
Defense | 31 |
Ranged Defense | 39 |
Fatigue | 35 |
Physical Save | 34 |
Spell Save | 42 |
Mental Save | 27 |
Defense: Resistances
Acid | + 7%( 70%) |
Physical | + 17%( 70%) |
Cold | + 18%( 70%) |
All | + 7%( 70%) |
Lightning | + 24%( 70%) |
Light | + 29%( 70%) |
Darkness | + 18%( 70%) |
Fire | + 49%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Disarm Resistance | 44% |
Pinning Resistance | 21% |
Blind Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 94 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Eldritch shield | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shards |
talent | Reality Smearing |
talent | Eldritch Infusion |
talent | Premonition |
talent | Hardened Core |
talent | Lacerating Strikes |
talent | Beyond the Flesh |
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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Maze and vanquished the Minotaur. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed red crystal shard. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Geyata the yew starstaff (120% power, 4 apr, physical element) Geyata the yew starstaff (120% power, 4 apr, physical element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x 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% On weapon hit: * 10 arcane resource burn When wielded/worn: Defense: +15 (+7 eff.) Effects on melee hit: * Slows global speed by 30% * 18% chance to blind Changes stats: +5 Con Changes resistances: +6% nature / +3% light Changes damage: +20% physical Talent granted: +1 Command Staff Spell save: +23 (+7 eff.) Life regen: +0.80 Spellpower: +14 (+5 eff.) Spell crit. chance: +3% Light radius: +7 Healing mod.: +10% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 60.44 light damage. Staves designed for wielders of magic, by the greats of the art. |
On hands | Ereluchak the Shimmerfear (0 def, 2 armour) Ereluchak the Shimmerfear (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Wil / +5 Cun / +3 Con Changes resistances: +3% lightning Physical save: +18 (+8 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +23% Maximum psi: +20.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Elenyromidig the brass lantern Elenyromidig the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 acid / 12 arcane / 8 blight Changes damage: +6% blight Spell save: +12 (+4 eff.) Maximum life: +46.00 Spell crit. chance: +2% 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. |
On head | rough leather cap 'Cyrildabreba' (0 def, 1 armour) rough leather cap 'Cyrildabreba' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 blight Changes resistances: +6% fire / +6% cold Changes resistances penetration: +20% blight Changes damage: +6% arcane Mana when firing critical spell: +2.00 Damage Shield penetration: +40% A cap made of leather. |
On feet | pair of hardened leather boots 'Blazequencher' (0 def, 3 armour) pair of hardened leather boots 'Blazequencher' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 mind / 12 lightning Changes stats: +8 Lck / +5 Dex Changes resistances penetration: +10% lightning Changes damage: +6% mind Stealth bonus: +8 A pair of boots made of leather. |
Tool | Leledor the iron pickaxe (dig speed 38 turns) Leledor the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 16 blight Changes stats: +3 Str / +2 Mag / +3 Wil Changes resistances penetration: +10% arcane Spellpower on spell critical (stacks up to 3 times): +8 Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
On fingers | Shadegore ShadegoreInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +1 Str Changes resistances: +22% fire Changes resistances penetration: +10% darkness Changes damage: +15% physical / +11% fire Critical mult.: +6.00% Only die when reaching: -20.00 life Rings can have magical properties. |
Around neck | Singeransom the copper amulet Singeransom the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +12% darkness Changes damage: +9% fire Mental save: +6 (+3 eff.) Blindness immunity: +23% Equilibrium when hit: +0.16 Mindpower: +8 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +40 Amulets can have magical properties. |
In main hand | stralite shield of lightning resistance (+15%) (10 def, 2 armour, 100% power, 140 block) stralite shield of lightning resistance (+15%) (10 def, 2 armour, 100% power, 140 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 155% Range: 1.2x Uses stat: 60% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +140 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +15% lightning Talent granted: +4 Block Handheld deflection devices. |
Around waist | Blazewrack the rough leather belt Blazewrack the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +9 Con Changes resistances: +6% fire / +6% cold Infravision radius: +3 A belt that goes around your waist. |
In off hand | Uradunagas (6 def, 2 armour, 100% power, 42 block) Uradunagas (6 def, 2 armour, 100% power, 42 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 110% Range: 1.2x Uses stat: 60% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +42 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Burst (radius 1) on hit: +8 blight / +11 fire Burst (radius 2) on crit: +4 temporal When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 12 fire Changes resistances: +11% physical Talent granted: +2 Block Maximum life: +40.00 Handheld deflection devices. |
Cloak | resilient linen cloak of fog (5 def, 0 armour) resilient linen cloak of fog (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +10% light / +11% fire Stealth bonus: +6 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. |
Main armor | impenetrable steel mail armour of resilience (2 def, 14 armour) impenetrable steel mail armour of resilience (2 def, 14 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: +14 Defense: +2 (+1 eff.) Fatigue: +14% Maximum life: +26.00 A suit of armour made of mail. |
Inventory
healing infusion of the titan (heal 104) healing infusion of the titan (heal 104)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 104 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution 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. |
Lisigatira the steel amulet Lisigatira the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +27% acid / +12% fire / +3% temporal / +12% cold Amulets can have magical properties. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 27% Wil, 33% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+9 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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. |
Glumina the ash vilestaff (111% power, 3 apr, physical element) Glumina the ash vilestaff (111% power, 3 apr, physical element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Defense: +6 (+3 eff.) Effects on melee hit: * 7% chance to blind Changes stats: +1 Str Changes resistances: +2% physical Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +24.00% Stamina each turn: +0.40 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 81.39 light damage. Staves designed for wielders of magic, by the greats of the art. |
Camylatharolach CamylatharolachInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +10% arcane Physical save: +5 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 Maximum vim: +30.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
rough leather belt 'Arawyn' rough leather belt 'Arawyn'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +1 Mag Changes resistances: +12% nature / +9% cold Spell save: +6 (+2 eff.) Light radius: +1 Size category: +1 A belt that goes around your waist. |
rough leather belt 'Chamatir' rough leather belt 'Chamatir'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 20 arcane resource burn * Slows global speed by 15% Changes resistances: +3% blight / +5% fire / +6% cold Changes resistances penetration: +5% acid Spell save: +16 (+5 eff.) A belt that goes around your waist. |
Glowspiker (0 def, 3 armour) Glowspiker (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +0% Changes stats: +3 Str Changes resistances: +6% light Changes resistances penetration: +10% light Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) See invisible: +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stormnoon the pair of iron boots (0 def, 3 armour) Stormnoon the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 16 acid Changes resistances: +12% lightning / +5% temporal / +12% acid Changes resistances penetration: +10% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Woeshaper the pair of iron boots (9 def, 3 armour) Woeshaper the pair of iron boots (9 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +3 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +2% Damage when hit (Melee): 8 physical Changes stats: +3 Str / +4 Dex / +3 Con Changes resistances penetration: +10% darkness Only die when reaching: -60.00 life It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Goreclash (0 def, 1 armour) Goreclash (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to daze at end of turn * Slows global speed by 30% Damage (Melee): 5 lightning Changes resistances: +9% lightning / +6% nature Changes resistances penetration: +5% nature Changes damage: +4% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
Suntrail (0 def, 1 armour) Suntrail (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 blight Changes stats: +3 Str / +2 Dex / +1 Mag Changes resistances: +6% blight Changes damage: +4% blight Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic rough leather gloves (0 def, 4 armour) heroic rough leather gloves (0 def, 4 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Mental save: +6 (+3 eff.) Maximum life: +40.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Demonrazor' (0 def, 1 armour) rough leather gloves 'Demonrazor' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +2 (+1 eff.) Armour: +1 Damage (Melee): 5 cold Changes stats: +1 Str Changes resistances: +9% darkness / +6% cold Changes damage: +4% cold Maximum life: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flashbreak (0 def, 3 armour) Flashbreak (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +11% light / +10% darkness Changes resistances penetration: +15% blight / +5% arcane Changes damage: +12% light Spell save: +3 (+1 eff.) Spellpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sunraptor (0 def, 1 armour) Sunraptor (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 light Changes resistances: +9% cold / +3% light / +6% temporal Changes resistances penetration: +10% light Allows you to breathe in: water A hat made of leather. Very stylish. |
iron shield 'Zubavena' (4 def, 2 armour, 100% power, 21.5 block) iron shield 'Zubavena' (4 def, 2 armour, 100% power, 21.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 95% Range: 1.2x Uses stat: 60% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +22 On weapon hit: * 20% chance to cause random gloom When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +7 Con / +2 Wil Changes resistances: +11% nature / +10% blight Changes resistances penetration: +10% mind Talent granted: +1 Block Infravision radius: +1 Handheld deflection devices. |
6 agate 6 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. |
157 alchemist agate 157 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 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. |
opal opal0.00 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. |
iron pickaxe of the Iron Throne (dig speed 20 turns) iron pickaxe of the Iron Throne (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 239/400. 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. |
Hanakhad [power 25] (20 cooldown) Hanakhad [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% nature Physical save: +6 (+3 eff.) Stun/Freeze immunity: +10% Knockback immunity: +10% Only die when reaching: -80.00 life It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.00 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz quartz0.00 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. |
ametrine 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. |
5 citrine 5 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. |
8 zircon 8 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 Drdel the Dwarf Adventurer level 10
3rd Profit 122nd year of Ascendancy at 00:50 see stats
By Drdel the Dwarf Adventurer level 15
33rd Profit 122nd year of Ascendancy at 05:50 see stats
By Drdel the Dwarf Adventurer level 6
19th Voratun 122nd year of Ascendancy at 23:45 see stats
By Drdel the Dwarf Adventurer level 9
31st Voratun 122nd year of Ascendancy at 14:22 see stats
By Drdel the Dwarf Adventurer level 14
17th Profit 122nd year of Ascendancy at 13:57 see stats
Log
You gain 0.10 gold from the melting of linen wizard hat (1 def, 0 armour).
You collect a new ingredient: lump of iron (1).
You gain 0.25 gold from the melting of iron gauntlets (0 def, 1 armour).
You collect a new ingredient: lump of iron (1).
You gain 3.22 gold from the melting of pair of iron boots of tirelessness (0 def, 3 armour).
You gain 3.08 gold from the melting of miner's pair of rough leather boots of tirelessness (0 def, 5 armour).
You gain 0.05 gold from the melting of rough leather belt.
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 13.09 gold from the melting of Lelydar (75% power, 12 apr, nature damage).
You gain 1.00 gold from the melting of Surefire.
You collect a new ingredient: stack of herbs (viperweed) (2).
You gain 5.00 gold from the melting of schematic: Rocket Boots.
You collect a new ingredient: stack of herbs (viperweed) (2).
You gain 4.00 gold from the melting of schematic: Magnetic Shell.
You collect a new ingredient: stack of herbs (viperweed) (2).
You gain 4.00 gold from the melting of schematic: Headlamp.
You collect a new ingredient: stack of herbs (viperweed) (2).
You gain 6.00 gold from the melting of schematic: Flash Powder.
There is a Ruins of Kor'Pul here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Drdel deactivates Reality Smearing.
Drdel deactivates Premonition.
Drdel deactivates Hardened Core.
Drdel deactivates Eldritch Infusion.
Drdel deactivates Lacerating Strikes.
Drdel deactivates Shards.
Drdel deactivates Beyond the Flesh.