
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 14 / 79% |
Size | medium |
Lifes / Deaths | Killed by Bethetta the degenerated skeleton warrior at level 14 on the 8th Decay 122nd year of Ascendancy at 01:00 / 1 |
Primary Stats
Strength | 17 (base 11) |
Dexterity | 42 (base 35) |
Constitution | 15 (base 10) |
Magic | 19 (base 10) |
Willpower | 23 (base 10) |
Cunning | 35 (base 35) |
Resources
Life | -2/289 |
Stamina | 114/132 |
Healing Factor | 1.2405405405405 |
Regeneration | 60.674837837838 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -6.5079365079366% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 32.205720692758 |
See Invisible | 32.205720692758 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 53 |
Accuracy | 43 |
Crit Chance | 14% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 43 |
Crit Chance | 19% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9.5 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 15 (49.309173272933%) |
Defense | 43 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 15 |
Mental Save | 25 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Teleport Resistance | 5% |
Instadeath Resistance | 100% |
Pinning Resistance | 10% |
Poison Resistance | 10% |
Disarm Resistance | 16% |
Inscriptions (5/5)
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: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 535% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 237 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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 Strength stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Numbing Poison |
detrimental effect | The target is disabled, reducing movement speed by 27% and accuracy by 21. Disable |
beneficial effect | A flow of life spins around the target, regenerating 47.36 life per turn. Regeneration |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 5 Net Damage: 66 - 92 Accuracy: 58 (knife) APR: 6 Crit Chance: +33% Crit mult: 185% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 28% chance to deflect up to 13 damage from the next 1.4 attack(s). Parried attacks cannot crit. Parrying |
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 |
You failed to protect the lone alchemist from death by Silorarin the giant yellow ant. Escort: lone alchemist (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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: * You've found the needed snow giant kidney. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed honey tree root. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots 'Glinor' (0 def, 1 armour) pair of rough leather boots 'Glinor' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Changes stats: +4 Dex / +1 Wil / +6 Lck Changes resistances: +3% lightning / +12% cold Stealth bonus: +6 Heals friendly targets nearby when you use a nature summon: +30 A pair of boots made of leather. |
Light source | Sunbender SunbenderCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +1 Str / +2 Con Light radius: +4 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 | Boraroddarak the hardened leather cap (0 def, 3 armour) Boraroddarak the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Str Physical save: +12 (+6 eff.) A cap made of leather. |
On hands | Zuborathra (0 def, 1 armour) Zuborathra (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 16 mind Changes stats: +9 Mag / +3 Wil Changes damage: +4% arcane Grants telepathy: Humanoid/Orc Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | iron pickaxe 'Shinerebel' (dig speed 39 turns) iron pickaxe 'Shinerebel' (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 12 physical Changes stats: +1 Str / +2 Con Changes resistances: +11% nature / +2% physical Changes damage: +6% nature / +3% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Beadas' steel ring 'Beadas'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +10% temporal Stun/Freeze immunity: +28% Life regen: +1.30 Maximum hate: +4.00 Mindpower: +6 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
On fingers | Cyrama the copper ring Cyrama the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +1 Con Changes resistances: +20% nature Changes damage: +10% nature / +3% physical Healing mod.: +20% Rings can have magical properties. |
Around neck | Chargereek the copper amulet Chargereek the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +3 Wil Changes resistances: +9% nature / +6% temporal Changes resistances penetration: +5% lightning Poison immunity: +10% Teleport immunity: +5% Amulets can have magical properties. |
In main hand | 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: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery 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 (+6 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. |
Around waist | rough leather belt 'Dazzleream' rough leather belt 'Dazzleream'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 12 light / 12 lightning Changes resistances: +3% light / +3% lightning Changes resistances penetration: +5% lightning / +20% light It can be used to create a temporary shield that absorbs 176 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
In off hand | Dagoleg the Morningpain (102% power, 6 apr) Dagoleg the Morningpain (102% power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Fire Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8 arcane resource burn * 25% chance to remove a magical effect Damage (Melee): +8 light / +4 nature When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+2 eff.) Effects on melee hit: * 15% chance to blind Disarm immunity: +16% Sharp, short and deadly. |
Cloak | Gilidor the linen cloak (8 def, 0 armour) Gilidor the linen cloak (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Defense: +8 (+3 eff.) Changes resistances: +3% mind / +9% temporal Physical save: +6 (+3 eff.) Mental save: +10 (+5 eff.) Disease immunity: +5% Pinning immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cured leather armour 'Erufast' (6 def, 4 armour) cured leather armour 'Erufast' (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +7% Changes stats: +3 Dex Changes resistances: +6% temporal Changes resistances penetration: +15% mind Critical mult.: +5.00% Equilibrium when hit: +0.28 Psi when hit: +0.08 Movement speed: +20% A suit of armour made of leather. |
Inventory
phase door rune of the titan (range 7; power 26; dur 4) phase door rune of the titan (range 7; power 26; 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: 9 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Constitution 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. |
copper ring of fire (+22%) copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
flaming dwarven-steel dagger of paradox (111% power, 7 apr) flaming dwarven-steel dagger of paradox (111% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +4 temporal Burst (radius 1) on hit: +6 fire When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +4% temporal Sharp, short and deadly. |
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. |
Xewe the Abyssrazor Xewe the AbyssrazorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Damage when hit (Melee): 12 temporal Changes resistances: +3% temporal Changes resistances penetration: +10% temporal / +15% fire Changes damage: +6% fire / +6% temporal Critical mult.: +6.00% A belt that goes around your waist. |
rough leather cap 'Lavaknight' (0 def, 1 armour) rough leather cap 'Lavaknight' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 lightning / 12 fire Changes resistances: +5% cold Changes damage: +12% lightning / +21% fire Allows you to breathe in: water A cap made of leather. |
4 agate 4 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. |
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 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (74 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying 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), 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. |
Rod of Recall (2/2) Rod of Recall (2/2)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 176 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. |
Beredokor the steel torque of psychoportation [power 29] (20/27 cooldown) Beredokor the steel torque of psychoportation [power 29] (20/27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +3 Cun / +5 Mag Light radius: +3 See invisible: +15 It can be used to teleport randomly (rad 29), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Ilry the Cornac Rogue level 9
41st Dusk 122nd year of Ascendancy at 14:19 see stats
By Ilry the Cornac Rogue level 10
45th Dusk 122nd year of Ascendancy at 15:56 see stats
By Ilry the Cornac Rogue level 13
36th Haze 122nd year of Ascendancy at 11:57 see stats
By Ilry the Cornac Rogue level 9
35th Dusk 122nd year of Ascendancy at 17:49 see stats
By Ilry the Cornac Rogue level 11
52nd Dusk 122nd year of Ascendancy at 22:34 see stats
Log
Ilry is disabled.
Bethetta the degenerated skeleton warrior hits Ilry for damage.
Your shield crumbles under the damage!
The shield around Ilry crumbles.
Ilry hits Something for 18 lightning, 10 light, 20 fire, 16 mind, (10 to psi shield), 5 physical (70 total damage).
Bethetta the degenerated skeleton warrior's Beyond the Flesh hits Ilry for (64 absorbed), 0 physical, (4 absorbed), 9 lightning, 17 physical (26 total damage).
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Ilry performs a melee critical strike against Something!
Ilry hits Something for (20 parried), (27 to psi shield), 14 physical, 0 arcane, 53 fire, 0 arcane, (3 to psi shield), 2 nature, 7 light, 0 arcane (75 total damage).
Ilry shrugs off the effect 'Slow'!
The smoke around Ilry dissipate.
Bethetta the degenerated skeleton warrior's Beyond the Flesh misses Ilry.
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Ilry uses Infusion: Regeneration.
Ilry starts regenerating health quickly.
Ilry is encased in ice!
Something hits Ilry for 23 cold damage.
Bethetta the degenerated skeleton warrior's Beyond the Flesh performs a melee critical strike against Ilry!
Ilry hits Something for 20 lightning, 13 light, 20 fire, 16 mind, 17 physical (85 total damage).
Bethetta the degenerated skeleton warrior's Beyond the Flesh hits Ilry for (54 to ice), 80 physical, (6 to ice), 9 lightning, (7 to ice), 11 physical (100 total damage).
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Ilry resists the mind attack!
Ilry forces the iceblock to shatter.
Ilry is free from the ice.
Ilry hits Something for 64 physical, 0 arcane, 20 lightning, 13 light, 20 fire, 8 mind, 28 fire, 0 arcane, 5 nature, 9 light, 0 arcane, 20 lightning, 13 light, 20 fire, 16 mind, 17 physical (249 total damage).
Something performs a melee critical strike against Ilry!
Talent Stealth is ready to use.
Ilry hits Something for 18 lightning, 10 light, 20 fire, 8 mind, (10 to psi shield), 5 physical, 18 lightning, 10 light, 20 fire, 8 mind, (10 to psi shield), 5 physical (124 total damage).
Something hits Ilry for 51 physical, 17 physical, 51 darkness, 48 physical, 17 physical (184 total damage).
Saving game...