










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
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:
Items Vault 1.7.6Donators/Buyers bonus! Modified Item Descriptions 1.7.6这是基于 Cleaner Item Descriptions 制作的插件,为中文玩家进行了汉化。 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Dwarf |
Class | Sun Paladin |
Level / Exp | 17 / 92% |
Size | medium |
Lifes / Deaths | Killed by Vova at level 17 on the 1st Wealth 122nd year of Ascendancy at 16:01 / 1 |
Primary Stats
Strength | 36 (base 27) |
Dexterity | 10 (base 10) |
Constitution | 13 (base 10) |
Magic | 56 (base 38) |
Willpower | 21 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 655/655 |
Positive | 98/98 |
Stamina | 114/176 |
Healing Factor | 1.4183363011315 |
Regeneration | 21.629628592255 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 56 |
Accuracy | 26 |
Crit Chance | 11% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Fire | +3% |
Cold | +10% |
Offense: Damage Penetration
Nature | +15% |
Defense: Base
Armour (hardiness) | 23.413408721348 (65.897138898113%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 16 |
Physical Save | 27 |
Spell Save | 47 |
Mental Save | 21 |
Defense: Resistances
Acid | + 18%( 70%) |
Darkness | + 10%( 70%) |
Cold | + 20%( 70%) |
Lightning | + 20%( 70%) |
Fire | + 19%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 43% |
Bleed Resistance | 40% |
Pinning Resistance | 36% |
Disarm Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Strength stat. |
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 magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 66 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 581% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Equipment
On feet | ![]() T3Rare feet /armor (3.0 Encumbrance) Masterpiece Keywords: blood While equipped: offense ------ Damage Change +3% fire Ignore resists +15% nature Physical Crit +4.0% Physical Power +4 (+1 eff.) Ignore Armor +6 On-Hit (Melee): * 20% chance to slow global speed by 42% * 20% chance to reduce armor by 31% defense ------ Armor +4 Resistance +3% acid other ------- Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() T1Ego lite (2.0 Encumbrance) Nature Power Keywords: survivor/health While equipped: defense ------ Physical save +5 (+2 eff.) Life +45.00 Healmod +10% other ------- Light +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 | ![]() T1Unique head /armor (2.0 Encumbrance) Nature Power While equipped: offense ------ Damage Change +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.95 to 83.85 lightning damage (55.90 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() T1Unique misc /tool (2.0 Encumbrance) Nature Power While equipped: Stats +5Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. |
On fingers | ![]() T4Random Unique ring /jewelry (0.1 Encumbrance) Nature Power/Masterpiece Keywords: life/tenacity/perseverance While equipped: offense ------ When Hit 4 mind defense ------ Life +112.00 Life Regen +10.00 Healmod +16% Immune +23% Stun +36% Pin +30% Disarm +35% Knockbk other ------- Resource +8.00 Max hate +3.00 Hate/crit Rings make your fingers look great! |
On fingers | ![]() T2Ego+ ring /jewelry (0.1 Encumbrance) Arcane Power Keywords: conjurer While equipped: Stats +5Mag +5Wil offense ------ Spellpower +6 (+2 eff.) Rings make your fingers look great! |
Around waist | ![]() T1Rare belt /armor (1.0 Encumbrance) Nature Power Keywords: resilience While equipped: Stats +3Wil offense ------ Mindpower +10 (+5 eff.) defense ------ Mind save +3 (+1 eff.) Life +34.00 other ------- Resource +1.00 Hate/crit +10.00 Max psi A belt that goes around your waist. |
In main hand | ![]() T2Ego greatsword 2H /weapon (3.0 Encumbrance) Arcane Power/Masterpiece Keywords: acidic/massacre When used to attack: Weapon Damage 35.0 - 56.0 Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Massive two-handed swords. |
On hands | ![]() T1Rare hands /armor (1.5 Encumbrance) Masterpiece Keywords: dex While equipped: Stats +2Dex offense ------ Accuracy +12 (+6 eff.) defense ------ Armor +1 Defense +5 (+2 eff.) Resistance +9% fire Physical save +3 (+1 eff.) Life Regen +2.00 Immune +10% Disease other ------- Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() T2Ego heavy /armor (14.0 Encumbrance) Masterpiece Keywords: acid res/impenetrable While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Resistance +15% acid other ------- Fatigue +12% A suit of armour made of mail. |
Cloak | ![]() T3Unique cloak /armor (2.0 Encumbrance) Arcane Power While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+7 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around neck | ![]() T1Ego amulet /jewelry (0.1 Encumbrance) Nature Power Keywords: grounding/healing While equipped: defense ------ Resistance +10% lightning Healmod +13% Immune +20% Stun +40% Bleed Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 196 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() Ego infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 430% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Ego infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 177 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Ego infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 12 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Ego infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() T2Unique amulet /jewelry (0.1 Encumbrance) Masterpiece While equipped: defense ------ Defense +15 (+7 eff.) Slow Projectiles +15% other ------- Move Speed +25% Encumbrance +20 Fatigue -20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() T1Normal ring /jewelry (0.1 Encumbrance) Rings make your fingers look great! |
![]() T1Ego ring /jewelry (0.1 Encumbrance) Nature Power Keywords: corrosion While equipped: offense ------ Damage Change +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
![]() T1Ego ring /jewelry (0.1 Encumbrance) Arcane Power Keywords: sensing While equipped: defense ------ Immune +20% Blind other ------- Infravision +3 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
![]() T2Ego+ ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: marksman/pilfering While equipped: Stats +2Dex offense ------ Accuracy +11 (+6 eff.) Ignore Armor +8 defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() T2Ego++ greatmaul 2H /weapon (5.0 Encumbrance) Nature Power/Masterpiece Keywords: crippling/enhanced When used to attack: Weapon Damage 25.0 - 37.5 Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5Str +5Dex +6Mag +6Wil +5Cun +7Con offense ------ Physical Crit +7.0% Massive two-handed mauls. |
![]() T1Ego greatsword 2H /weapon (3.0 Encumbrance) Arcane Power/Masterpiece Keywords: arcing/massacre When used to attack: Weapon Damage 23.0 - 36.8 Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage Massive two-handed swords. |
![]() T1Normal greatsword 2H /weapon (3.0 Encumbrance) When used to attack: Weapon Damage 14.5 - 23.2 Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
![]() T1Ego greatsword 2H /weapon (3.0 Encumbrance) Masterpiece Keywords: massacre When used to attack: Weapon Damage 22.0 - 35.2 Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
![]() T2Ego greatsword 2H /weapon (3.0 Encumbrance) Masterpiece Keywords: massacre When used to attack: Weapon Damage 30.0 - 48.0 Uses 120% Str Mastery Weapons Mastery Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
![]() T1Normal mace 1H /weapon (3.0 Encumbrance) When used to attack: Weapon Damage 11.5 - 16.1 Uses 100% Str Mastery Weapons Mastery Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
![]() T1Rare cloak /armor (2.0 Encumbrance) Masterpiece Keywords: thick While equipped: offense ------ Ignore resists +5% lightning defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +15% fire +12% cold Spell save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() T1Rare cloak /armor (2.0 Encumbrance) Masterpiece Keywords: eldoral While equipped: Stats +3Str +2Dex +1Cun offense ------ Damage Change +9% mind defense ------ Defense +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() T1Rare feet /armor (2.0 Encumbrance) Masterpiece Keywords: traveler While equipped: offense ------ Damage Change +3% acid On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Resistance +3% lightning +12% fire +3% nature Physical save +5 (+2 eff.) other ------- Encumbrance +22 Fatigue -5% A pair of boots made of leather. |
![]() T2Unique hands /armor (1.0 Encumbrance) Arcane Power/Masterpiece While equipped: On Spell Hit:10% Dust to Dust level 2 Stats +3Mag offense ------ Damage Change +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 defense ------ Resistance +8% darkness +8% temporal other ------- Resource +0.20 Neg./turn Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() T1Ego head /armor (3.0 Encumbrance) Masterpiece Keywords: insulate While equipped: defense ------ Armor +3 Resistance +5% fire +5% cold other ------- Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() T1Normal heavy /armor (14.0 Encumbrance) While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) other ------- Fatigue +12% A suit of armour made of mail. |
![]() T1Ego massive /armor (17.0 Encumbrance) Nature Power Keywords: resilience While equipped: defense ------ Armor +7 Life +20.00 other ------- Fatigue +22% A suit of armour made of metal plates. |
![]() T1Normal shield /armor (7.0 Encumbrance) When used to attack (with talents): Weapon Damage 8.5 - 10.2 Uses 100% Str Accuracy bonus +2.0% proc dam (max 200%) Critical Rate +2.5% Block +21 While equipped: defense ------ Armor +2 other ------- Fatigue +8% Talents +1 Block Handheld deflection devices. |
![]() T1Normal black /gem (0.0 Encumbrance) While equipped: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Item imbue powers: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() T3Normal blue /gem (0.0 Encumbrance) While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() T2Normal blue /gem (0.0 Encumbrance) While equipped: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Item imbue powers: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() T1Ego digger /tool (3.0 Encumbrance) Masterpiece Keywords: endurance While equipped: Stats +2Str other ------- Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() T3Normal green /gem (0.0 Encumbrance) While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() T1Normal green /gem (0.0 Encumbrance) While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() T1Normal lite (2.0 Encumbrance) While equipped: other ------- Light +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. |
The Cog The CogT3Legendary mechanical /cog (0.0 Encumbrance) Unknown Power While equipped: Stats +5Cun +3Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() Quest orb (1.0 Encumbrance) Unknown Power While carried: This orb will automatically identify items you find. |
![]() Quest rod /charm (2.0 Encumbrance) Unknown Power Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Quest sher'tul /chest (2.0 Encumbrance) Unknown Power While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() T1Normal yellow /gem (0.0 Encumbrance) While equipped: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Item imbue powers: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() T1Normal yellow /gem (0.0 Encumbrance) While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() T1Normal yellow /gem (0.0 Encumbrance) While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Vova the Dwarf Sun Paladin level 10
5th Profit 122nd year of Ascendancy at 11:03 see stats
By Vova the Dwarf Sun Paladin level 5
19th Voratun 122nd year of Ascendancy at 15:44 see stats
By Vova the Dwarf Sun Paladin level 17
1st Wealth 122nd year of Ascendancy at 16:01 see stats
Log
Vova hits Something for 21 fire damage.
Vova hits Something for 14 lightning damage.
Vova recovers sight.
Something misses Vova.
Vova drains life from Something!
Vova receives 3 healing from Something.
Vova hits Something for 21 fire damage.
You collect a new ingredient: vial of squid ink (1).
Vova hits Ink squid for 14 lightning damage.
Vova killed Ink squid!
Resting starts...
The air bubbles are depleted!
Rested for 14 turns (stop reason: suffocating).
Resting starts...
Rested for 1 turns (stop reason: suffocating).
The air bubbles are depleted!
The air bubbles are depleted!
You are yanked out of this place!
There is a A path into the Old Forest here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.