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 / 75% |
Size | medium |
Lifes / Deaths | Killed by Nerelle the giant venus flytrap at level 7 on the 2nd Acquisition 122nd year of Ascendancy at 14:50 0 / 7Killed by Velunor the skeleton magus at level 10 on the 4th Profit 122nd year of Ascendancy at 16:50 Killed by Areda the white crystal at level 14 on the 42nd Profit 122nd year of Ascendancy at 20:10 Killed by Emelann the blue crystal at level 15 on the 44th Profit 122nd year of Ascendancy at 19:36 Killed by war hound at level 15 on the 45th Profit 122nd year of Ascendancy at 20:11 Killed by Layomira the elven guard at level 17 on the 3rd Wealth 122nd year of Ascendancy at 01:24 Killed by war hound at level 17 on the 11st Wealth 122nd year of Ascendancy at 07:44 |
Primary Stats
Strength | 38 (base 26) |
Dexterity | 14 (base 12) |
Constitution | 27 (base 12) |
Magic | 32 (base 29) |
Willpower | 38 (base 29) |
Cunning | 19 (base 15) |
Resources
Mana | 333/333 |
Equilibrium | 30 |
Vim | 12/139 |
Life | -148/468 |
Positive | 0/88 |
Stamina | 150/150 |
Psi | 106/128 |
Healing Factor | 1.1294416243655 |
Regeneration | 3.4447969543147 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -25.483870967742% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 49 |
Accuracy | 26 |
Crit Chance | 17% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 26 |
Crit Chance | 16% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +4% |
Darkness | +6% |
Light | +12% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
Defense: Base
Armour (hardiness) | 86.42987180231 (91.923076923077%) |
Defense | 27 |
Ranged Defense | 38 |
Fatigue | 26 |
Physical Save | 36 |
Spell Save | 33 |
Mental Save | 27 |
Defense: Resistances
Cold | + 42%( 70%) |
Lightning | + 29%( 70%) |
Light | + 23%( 70%) |
Temporal | + 19%( 70%) |
Blight | + 37%( 70%) |
Mind | + 17%( 70%) |
Fire | + 31%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 36% |
Poison Resistance | 10% |
Disarm Resistance | 0% |
Bleed Resistance | 10% |
Pinning Resistance | 10% |
Silence Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (3/3)
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: 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 244 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 111 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
Spell / Eldritch shield | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shield of Light |
talent | Osmosis Shield |
talent | Shield Wall |
talent | Shards |
talent | Abyssal Shield |
talent | Hardened Core |
talent | Eldritch Infusion |
talent | Beyond the Flesh |
detrimental effect | The target is on fire, taking 31.78 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is disabled, reducing movement speed by 25% and accuracy by 20. Disable |
beneficial effect | The target's skin turns to stone, granting 12 armour, 16 physical save and 16 spell save. Also applies 52 armour to all non-physical damage. Dwarven Resilience |
beneficial effect | This unit will not die until it has less than -104 HP. Surge of Power |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | You regenerate a total of 105.20 life over the duration of the effect. Osmosis Regeneration |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 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. | 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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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
Psionic focus | iron longsword 'Beifang' (108% power, 2 apr) iron longsword 'Beifang' (108% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 108% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes stats: +2 Str Changes resistances: +15% blight / +6% cold / +9% lightning Light radius: +2 Sharp, long, and deadly. |
On hands | Dusktouch the rough leather gloves (0 def, 1 armour) Dusktouch the rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to disease * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 16 blight Changes stats: +2 Mag Changes resistances: +12% blight Changes damage: +4% arcane / +6% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | nightwalker's brass lantern of health nightwalker's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Critical mult.: +10.00% Maximum life: +43.00 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 | Emelatira (9 def, 1 armour) Emelatira (9 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -3% Changes stats: +3 Con Physical save: +10 (+4 eff.) Cut immunity: +10% Stun/Freeze immunity: +35% A cap made of leather. |
On feet | undeterred pair of iron boots (0 def, 3 armour) undeterred pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Toxinslicer the ash wand of trap destruction [power 38] (15 cooldown) Toxinslicer the ash wand of trap destruction [power 38] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes resistances: +3% mind Talent cooldown: Strike (-1 turn) Talent granted: +2 Strike Maximum vim: +8.00 It can be used to disarm traps (38 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
On fingers | Runifang the copper ring Runifang the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +16 (+5 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +12% cold / +6% temporal Mental save: +9 (+4 eff.) Knockback immunity: +10% Rings can have magical properties. |
Around neck | Emevena the steel amulet Emevena the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +3% lightning Mental save: +6 (+3 eff.) Silence immunity: +15% Confusion immunity: +15% Stun/Freeze immunity: +10% Life regen: +1.90 Amulets can have magical properties. |
In main hand | coruscating steel shield of radiance (6 def, 2 armour, 100% power, 38 block) coruscating steel shield of radiance (6 def, 2 armour, 100% power, 38 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 118% 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: +38 Damage (Melee): +10 light / +11 fire When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 10% chance to blind Damage when hit (Melee): 10 fire Changes stats: +1 Str / +1 Mag / +4 Con Changes resistances: +11% light / +10% fire Talent granted: +2 Block Handheld deflection devices. |
Around waist | rough leather belt 'Glimmerhunt' rough leather belt 'Glimmerhunt'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 8 lightning Changes stats: +4 Cun / +4 Dex Changes resistances: +6% lightning Changes resistances penetration: +10% light Changes damage: +12% light Mental crit. chance: +6% Light radius: +3 A belt that goes around your waist. |
In off hand | Coral Spray (8 def, 8 armour, 100% power, 48 block) Coral Spray (8 def, 8 armour, 100% power, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 122% Range: 1.4x Uses stat: 84% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Chalodunatar (7 def, 6 armour) Chalodunatar (7 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+4 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Wil / +2 Mag Physical save: +3 (+1 eff.) Spell save: +6 (+3 eff.) Poison immunity: +10% Pinning immunity: +10% Maximum mana: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | spiked steel mail armour (2 def, 6 armour) spiked steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training 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): 11 physical A suit of armour made of mail. |
Inventory
healing infusion of the duelist (heal 54) healing infusion of the duelist (heal 54)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 54 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity 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. |
regeneration infusion of the sneak (heal 125 over 5 turns) regeneration infusion of the sneak (heal 125 over 5 turns)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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 125 life over 5 turns. Its effects scale with your Cunning 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. |
wild infusion of the titan (resist 15%; cure mental, physical) wild infusion of the titan (resist 15%; cure mental, physical)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: 17 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 or physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
phase door rune of the wizard (range 7; power 22; dur 4) phase door rune of the wizard (range 7; power 22; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper ring 'Dradrasin' copper ring 'Dradrasin'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +11% mind / +3% blight Changes damage: +11% mind Physical save: +12 (+5 eff.) Poison immunity: +15% Silence immunity: +15% Confusion immunity: +20% Rings can have magical properties. |
Mardukalthorain the steel dagger (111% power, 6 apr) Mardukalthorain the steel dagger (111% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 111% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 insidious poison Burst (radius 1) on hit: +4 mind When wielded/worn: Fatigue: -14% Changes stats: +1 Str / +1 Con Changes resistances penetration: +10% mind Sharp, short and deadly. |
Swordbreaker (133% power, 20 apr) Swordbreaker (133% power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 134% Range: 1.3x Uses stat: 80% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+6 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Balancehue the steel greatmaul (135% power, 2 apr) Balancehue the steel greatmaul (135% power, 2 apr)Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 135% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 14% chance to cause random gloom Damage (Melee): +8 nature / +13 mind Burst (radius 1) on hit: +8 nature When wielded/worn: Changes stats: +5 Cun / +3 Wil Changes resistances: +12% fire Changes resistances penetration: +15% fire Massive two-handed mauls. |
steel steamsaw of projection (117% power, 8 apr) steel steamsaw of projection (117% power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 117% Range: 1.5x Uses stat: 60% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +23 On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% 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! |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Zubavea ZubaveaInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% temporal Changes resistances penetration: +15% arcane Changes damage: +3% arcane / +3% blight Physical save: +6 (+3 eff.) Maximum vim: +10.00 Spellpower: +10 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Cyrysenn the Flashtreason (3 def, 1 armour) Cyrysenn the Flashtreason (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +9% acid Changes damage: +15% acid A pair of boots made of leather. |
Erelodeldil the Searsin (0 def, 3 armour) Erelodeldil the Searsin (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% Changes stats: +5 Mag / +2 Cun / +3 Con Changes resistances: +6% lightning / +6% temporal / +6% fire 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. |
Oloruindil the rough leather gloves (0 def, 1 armour) Oloruindil the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+7 eff.) Armour: +1 Damage when hit (Melee): 12 physical Changes stats: +2 Dex / +2 Mag / +2 Cun Changes resistances penetration: +15% physical Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eilinutira the iron helm (0 def, 5 armour) Eilinutira the iron helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% lightning / +6% temporal Physical save: +6 (+3 eff.) Confusion immunity: +15% Teleport immunity: +20% Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Galuregokan (0 def, 5 armour) Galuregokan (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +3 Con Changes resistances: +3% light / +9% cold Physical save: +12 (+5 eff.) Spell save: +3 (+1 eff.) Stun/Freeze immunity: +10% A hat made of leather. Very stylish. |
Tygar the Blazewild (0 def, 1 armour) Tygar the Blazewild (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +8% cold Changes resistances penetration: +10% fire Allows you to breathe in: water Mental save: +6 (+3 eff.) Blindness immunity: +25% Poison immunity: +5% Disease immunity: +10% Pinning immunity: +5% A cap made of leather. |
Unrynik the rough leather cap (0 def, 1 armour) Unrynik the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% mind / +3% temporal Changes damage: +6% mind / +9% temporal Physical save: +11 (+5 eff.) A cap made of leather. |
corrosive iron shield (4 def, 2 armour, 100% power, 19 block) corrosive iron shield (4 def, 2 armour, 100% power, 19 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 105% 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: +19 Damage (Melee): +10 acid When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Effects when hit in melee: * 10% chance to corrode armour by 30% Changes stats: +1 Con Changes resistances: +11% acid Talent granted: +1 Block Handheld deflection devices. |
5 agate 5 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. |
53 alchemist agate 53 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. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Sunreign' brass lantern 'Sunreign'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light / 4 acid Changes resistances: +6% acid Physical save: +6 (+3 eff.) Light radius: +5 Healing mod.: +11% 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. |
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. |
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. |
9 ametrine 9 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. |
9 citrine 9 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. |
5 zircon 5 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 Budonpy the Dwarf Adventurer level 14
28th Profit 122nd year of Ascendancy at 19:43 see stats
By Budonpy the Dwarf Adventurer level 10
4th Profit 122nd year of Ascendancy at 02:56 see stats
By Budonpy the Dwarf Adventurer level 6
20th Voratun 122nd year of Ascendancy at 21:26 see stats
By Budonpy the Dwarf Adventurer level 9
2nd Profit 122nd year of Ascendancy at 13:24 see stats
By Budonpy the Dwarf Adventurer level 14
38th Profit 122nd year of Ascendancy at 10:47 see stats
By Budonpy the Dwarf Adventurer level 16
1st Wealth 122nd year of Ascendancy at 21:14 see stats
By Budonpy the Dwarf Adventurer level 17
3rd Wealth 122nd year of Ascendancy at 01:24 see stats
Log
Budonpy lessens the pain.
Budonpy performs a melee critical strike against Something!
Budonpy misses Something.
Budonpy hits Something for 36 physical, 11 light, 10 fire, 5 arcane (62 total damage).
Something hits Budonpy for (8 turned into osmosis), 8 physical, (2 resist armour), 0 mind, (2 resist armour), 0 darkness (8 total damage).
Bleeding from Eilinisena the cutpurse hits Budonpy for (35 turned into osmosis), 35 physical (35 total damage).
Budonpy receives 29 healing.
Budonpy counter attacks Something with his shield shards!
Budonpy misses Something.
Budonpy misses Something.
Something hits Budonpy for (48 turned into osmosis), 243 physical (243 total damage).
Budonpy hits Something for 7 lightning, 17 fire, 16 nature, 11 physical, 23 blight, 8 arcane (83 total damage).
Budonpy uses Realign.
Budonpy stops bleeding.
Budonpy is cured!
Budonpy receives 121 healing.
Budonpy is on fire!
Something hits Budonpy for (45 resist armour), (15 turned into osmosis), 15 fire (15 total damage).
Burning from Eilinisena the cutpurse hits Budonpy for (26 resist armour), 0 fire (0 total damage).
Budonpy receives 54 healing.
Budonpy counter attacks Something with his shield shards!
Budonpy misses Something.
Budonpy misses Something.
Something hits Budonpy for (48 turned into osmosis), 255 physical (255 total damage).
Budonpy hits Something for 7 lightning, 17 fire, 16 nature, 11 physical, 23 blight, 8 arcane (83 total damage).
Budonpy misses Something.
Budonpy misses Something.
Budonpy recovers sight.
Saving game...