Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Tinker vs. Tinker 1.7.0Enemies can only spawn as steamclasses if you have tinkers yourself. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Race: Tinkerer 1.7.4Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- Ashes of Urh'Rok 1.7.4Official 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:
Embers of Rage 1.7.4Official 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Fallen |
Level / Exp | 11 / 21% |
Size | medium |
Lifes / Deaths | Killed by assassin at level 11 on the 3rd Dusk 122nd year of Ascendancy at 09:08 / 1 |
Primary Stats
Strength | 25 (base 25) |
Dexterity | 11 (base 10) |
Constitution | 10 (base 10) |
Magic | 33 (base 29) |
Willpower | 20 (base 18) |
Cunning | 12 (base 10) |
Resources
Life | -124/274 |
Positive | 50/80 |
Hate | 106/106 |
Healing Factor | 1.1000003099961 |
Regeneration | 2.4750006974913 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
Offense: Mainhand
Damage | 31 |
Accuracy | 29 |
Crit Chance | 4% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 12 |
Accuracy | 34 |
Crit Chance | 8% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Nature | +21% |
Cold | +3% |
Lightning | +9% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Light | +20% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 17.522593642275 (62.32946707186%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 20 |
Physical Save | 12 |
Spell Save | 18 |
Mental Save | 14 |
Defense: Resistances
Physical | + 1%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Lightning | + 15%( 70%) |
Light | + 9%( 70%) |
Darkness | + 9%( 70%) |
Mind | + 20%( 70%) |
Fire | + 6%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 50% |
Confusion Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Bloodstained | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Darkside | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Crimson Templar | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Hatred | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Dirges | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lost warrior from death by Belimina the white crystal. Escort: lost warrior (level 3 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
Equipment
On feet | [vs. pair of iron boots 'Murkspawner' (Nightmares) (0 def, 3 armour) (On feet)] pair of iron boots 'Murkspawner' (Nightmares) (0 def, 3 armour)pair of iron boots 'Murkspawner' (Nightmares) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes resistances: +9%(-) mind / +6%(-) darkness Changes resistances penetration: +5%(-) mind Life regen: +2.00 (-) Healing mod.: +10% (-) Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | [vs. Brightkill (Light source)] BrightkillBrightkill Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4(-) acid Changes resistances: +3%(-) darkness Changes damage: +6%(-) acid / +6%(-) fire Maximum life: +42.00 (-) Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | [vs. Healkiller (Shrouds) (0 def, 4 armour) (On head)] Healkiller (Shrouds) (0 def, 4 armour)Healkiller (Shrouds) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 (-) Fatigue: +5% (-) Effects on melee hit: * 10% chance to slow global speed by 54% Damage (Melee): 0(-10) item nature slow Changes stats: +1(-) Cun Changes damage: +3%(-) cold Maximum hate: +6.00 (-) Mindpower: +15 (+6 eff.) (-) Infravision radius: +2 (-) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | [vs. iron gauntlets (Nightmares) (0 def, 1 armour) (On hands)] iron gauntlets (Nightmares) (0 def, 1 armour)iron gauntlets (Nightmares) (0 def, 1 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | [vs. iron torque of gale force [power 100] (15 cooldown) (Tool)] iron torque of gale force [power 100] (15 cooldown)iron torque of gale force [power 100] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. copper ring of nature (+22%) (On fingers)] copper ring of nature (+22%)copper ring of nature (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22%(-) nature Changes damage: +11%(-) nature Rings make your fingers look great! |
Around neck | [vs. clarifying copper amulet of magic (+2) (Around neck)] clarifying copper amulet of magic (+2)clarifying copper amulet of magic (+2) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Mag Changes resistances: +11%(-) mind Confusion immunity: +21% (-) Amulets make your neck look great! |
In main hand | [vs. Cloudravage (Nightmares) (11-15 power, 2 apr) (In main hand)] Cloudravage (Nightmares) (11-15 power, 2 apr)Cloudravage (Nightmares) (11-15 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) Damage (Melee): +6(-) nature / +16(-) mind Damage (radius 2) on crit: +4(-) fire When wielded/worn: Changes resistances penetration: +5%(-) mind Changes damage: +9%(-) lightning Curse of Nightmares One-handed war axes. |
Around waist | [vs. Aeryhad the Chargewrack (Madness) (Around waist)] Aeryhad the Chargewrack (Madness)Aeryhad the Chargewrack (Madness) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4(-) lightning Changes stats: +1(-) Wil Changes resistances: +6%(-) fire / +6%(-) light / +6%(-) cold Curse of Madness A belt that goes around your waist. |
In off hand | [vs. Cloudravage (Nightmares) (11-15 power, 2 apr) (In main hand, 1 of 2)] Serpent's Glare (Nightmares) (7-8 power, 15 apr, nature damage)Serpent's Glare (Nightmares) (7-8 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7(-4.0 - -7.7) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 (+13) Crit. chance: +7.0% (+3.5%) Attack speed: 100% (-) Damage (Melee): +0(-6) nature / +0(-16) mind Damage (radius 2) on crit: +0(-4) fire Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes resistances penetration: +0%(-5%) mind Changes damage: +10% nature / +0%(-9%) lightning Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares It can be used to activate talent Spit Poison (costing 8 power out of 5/8) : Effective talent level: 2.0 Power cost: 8 out of 5/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 146.49 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
Cloak | [vs. Blazejam (Nightmares) (1 def, 0 armour) (Cloak)] Blazejam (Nightmares) (1 def, 0 armour)Blazejam (Nightmares) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes resistances: +3%(-) light Changes resistances penetration: +20%(-) light Mental save: +3 (+3 eff.) (-) Maximum life: +33.00 (-) Light radius: +2 (-) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. Gloromibrenn the iron mail armour (Shrouds) (2 def, 4 armour) (Main armor)] Gloromibrenn the iron mail armour (Shrouds) (2 def, 4 armour)Gloromibrenn the iron mail armour (Shrouds) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) (-) Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes stats: +2(-) Str Changes resistances: +15%(-) lightning / +1%(-) physical Maximum psi: +30.00 (-) Mindpower: +15 (+6 eff.) (-) Curse of Shrouds A suit of armour made of mail. |
Inventory
[vs. Cloudravage (Nightmares) (11-15 power, 2 apr) (In main hand)] balanced iron greatmaul of erosion (Shrouds) (20-30 power, 1 apr)balanced iron greatmaul of erosion (Shrouds) (20-30 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.0 - 30.0(+9.0 - +14.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +0.5% (-3.0%) Attack speed: 100% (-) Damage (Melee): +7(+1) nature / +0(-16) mind Damage (radius 2) on crit: +0(-4) fire When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +7 (+7 eff.) Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-9%) lightning Disarm immunity: +28% Curse of Shrouds Massive two-handed mauls. |
[vs. Cloudravage (Nightmares) (11-15 power, 2 apr) (In main hand)] Skullcleaver (Corpses) (20-28 power, 4 apr)Skullcleaver (Corpses) (20-28 power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0(+9.0 - +12.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (+2) Crit. chance: +12.0% (+8.5%) Attack speed: 100% (-) Lifesteal (this weapon only): +10% Damage (Melee): +0(-6) nature / +0(-16) mind Damage (radius 2) on crit: +0(-4) fire Damage conversion: 25% blight When wielded/worn: Changes resistances penetration: +0%(-5%) mind Changes damage: +8% blight / +0%(-9%) lightning Curse of Corpses A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
[vs. Cloudravage (Nightmares) (11-15 power, 2 apr) (In main hand, 1 of 2)] iron dagger of daylight (Shrouds) (10-13 power, 5 apr)iron dagger of daylight (Shrouds) (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0(-1.0 - -2.4) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (+3) Crit. chance: +4.0% (+0.5%) Attack speed: 100% (-) Damage (Melee): +0(-16) mind / +5 light / +0(-6) nature Damage (radius 2) on crit: +0(-4) fire Damage against: +8% Undead When wielded/worn: Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-9%) lightning Curse of Shrouds Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Blazejam (Nightmares) (1 def, 0 armour) (Cloak)] Phlegmream the linen cloak (Corpses) (7 def, 4 armour)Phlegmream the linen cloak (Corpses) (7 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +7 (+7 eff.) (+6 (+6 eff.)) Changes resistances: +3% blight / +6% fire / +9% nature / +0%(-3%) light Changes resistances penetration: +0%(-20%) light Physical save: +6 (+6 eff.) Mental save: +0 (+0 eff.) (-3 (-3 eff.)) Maximum life: +0.00 (-33.00) Light radius: +0 (-2) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Blazejam (Nightmares) (1 def, 0 armour) (Cloak)] regal linen cloak of Iron Throne (Misfortune) (1 def, 0 armour)regal linen cloak of Iron Throne (Misfortune) (1 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1 Str / +2 Wil / +2 Con Changes resistances: +0%(-3%) light Changes resistances penetration: +0%(-20%) light Mental save: +5 (+5 eff.) (+2 (+2 eff.)) Maximum life: +0.00 (-33.00) Light radius: +0 (-2) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of iron boots 'Murkspawner' (Nightmares) (0 def, 3 armour) (On feet)] pair of rough leather boots (Corpses) (0 def, 1 armour)pair of rough leather boots (Corpses) (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +0% (-2%) Changes resistances: +0%(-9%) mind / +0%(-6%) darkness Changes resistances penetration: +0%(-5%) mind Life regen: +0.00 (-2.00) Healing mod.: +0% (-10%) Curse of Corpses A pair of boots made of leather. |
[vs. Healkiller (Shrouds) (0 def, 4 armour) (On head)] rough leather cap (Shrouds) (0 def, 1 armour)rough leather cap (Shrouds) (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-3) Fatigue: +1% (-4%) Damage (Melee): 0(-10) item nature slow Changes stats: +0(-1) Cun Changes damage: +0%(-3%) cold Maximum hate: +0.00 (-6.00) Mindpower: +0 (+0 eff.) (-15 (-6 eff.)) Infravision radius: +0 (-2) Curse of Shrouds A cap made of leather. |
[vs. Brightkill (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-4) acid Changes resistances: +0%(-3%) darkness Changes damage: +0%(-6%) acid / +0%(-6%) fire Maximum life: +0.00 (-42.00) Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Brightkill (Light source)] bright brass lantern of healthbright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-4) acid Changes resistances: +0%(-3%) darkness Changes damage: +0%(-6%) acid / +0%(-6%) fire Maximum life: +43.00 (+1.00) Light radius: +6 (+3) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. iron torque of gale force [power 100] (15 cooldown) (Tool)] iron pickaxe (dig speed 38 turns)iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. iron torque of gale force [power 100] (15 cooldown) (Tool)] iron pickaxe 'Glana' (dig speed 30 turns)iron pickaxe 'Glana' (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Str Maximum psi: +20.00 Mindpower: +10 (+3 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. iron torque of gale force [power 100] (15 cooldown) (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+8 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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 Activation costs 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. |
[vs. iron torque of gale force [power 100] (15 cooldown) (Tool)] quick elm wand of lightning storm [power 104] (11 cooldown)This item will automatically be transmogrified when you leave the level. quick elm wand of lightning storm [power 104] (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (113 total damage) Activation puts all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Shallen the Shalore Fallen level 10
7th Flare 122nd year of Ascendancy at 07:57 see stats
By Shallen the Shalore Fallen level 6
7th Mirth 122nd year of Ascendancy at 12:17 see stats
Log
Skeleton mage is drained from light!
Islutta the assassin is drained from light!
Melee retaliation hits Beluriassra the rogue for 4 lightning, 4 acid (7 total damage).
Shared Agony hits Islutta the assassin for 11 physical, 1 blight, 2 light (13 total damage).
Beluriassra the rogue receives 30 healing from Mark of Light from Beluriassra the rogue.
Beluriassra the rogue hits Shallen for (15 shared agony), 107 physical, (1 shared agony), 9 blight, (3 shared agony), 19 light (135 total damage).
The air around Shallen grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Shared Agony hits Islutta the assassin for 2 darkness damage.
Poison from Shallen hits Islutta the assassin for 11 nature damage.
Bleeding from Shallen hits Islutta the assassin for 7 physical damage.
Islutta the assassin hits Shallen for (4 shared agony), 28 darkness (28 total damage).
Islutta the assassin hits Terror for 0 darkness damage.
Talent Rune: Shatter Afflictions is ready to use.
Shared Agony hits Islutta the assassin for 2 fire damage.
Burning from Skeleton mage hits Shallen for (2 shared agony), 17 fire (17 total damage).
Skeleton mage misses Shallen.
Melee retaliation hits Armoured skeleton warrior for 3 lightning, 3 acid (6 total damage).
Shared Agony hits Islutta the assassin for 3 physical, 0 nature (3 total damage).
Armoured skeleton warrior hits Shallen for (5 shared agony), 32 physical, (0 shared agony), 3 nature (34 total damage).
Islutta the assassin casts Invoke Darkness.
Shared Agony hits Islutta the assassin for 4 darkness damage.
Islutta the assassin hits Shallen for (8 shared agony), 56 darkness (56 total damage).
Beluriassra the rogue slows down.
Shallen's nightmare area effect hits Islutta the assassin for 37 mind damage.
Shallen's nightmare area effect hits Skeleton mage for 45 darkness damage.
Melee retaliation hits Assassin for 3 lightning, 4 acid, 3 lightning, 4 acid (14 total damage).
Shared Agony hits Islutta the assassin for 1 physical, 1 lightning (2 total damage).
Assassin hits Shallen for (1 shared agony), 5 physical, (2 shared agony), 11 lightning (16 total damage).
Assassin hits Terror for 15 lightning, 15 lightning (29 total damage).
Shallen the level 11 shalore fallen was bolted to death by an assassin on level 1 of Ruins of Kor'Pul.