Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 19 / 30% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 20 (base 12) |
Dexterity | 16 (base 12) |
Constitution | 52 (base 44) |
Magic | 16 (base 12) |
Willpower | 18 (base 12) |
Cunning | 40 (base 37) |
Resources
Mana | 237/237 |
Equilibrium | 10 |
Vim | 134/142 |
Life | 675/675 |
Psi | 88/88 |
Stamina | 180/180 |
Paradox | 24 |
Healing Factor | 1.619329218765 |
Regeneration | 23.075441367401 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 2 |
Offense: Mainhand
Damage | 10 |
Accuracy | 57 |
Crit Chance | 14% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 16 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +19% |
Light | +16% |
Arcane | +13% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Acid | +7% |
Fire | +8% |
Physical | +25% |
Defense: Base
Armour (hardiness) | 21 (35.65183292883%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 6 |
Physical Save | 28 |
Spell Save | 20 |
Mental Save | 43 |
Defense: Resistances
Acid | + 65%( 70%) |
Blight | + 55%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 31%( 70%) |
All | + 21%( 70%) |
Physical | + 22%( 70%) |
Lightning | + 31%( 70%) |
Light | + 64%( 70%) |
Temporal | + 36%( 70%) |
Mind | + 39%( 70%) |
Darkness | + 51%( 70%) |
Fire | + 24%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Bleed Resistance | 50% |
Confusion Resistance | 23% |
Poison Resistance | 13% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 43 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. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 464 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Agility | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Kinetic Shield |
talent | Thermal Shield |
talent | Reality Smearing |
talent | Shadow Combat |
talent | Infestation |
talent | Energy Decomposition |
talent | Mitosis |
talent | Beyond the Flesh |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 lost warrior from death by giant venus flytrap. Escort: lost warrior (level 3 of Trollmire) | failed |
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 Shade. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed xorn fragment. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed warg claw. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
Psionic focus | elemental iron greatsword (114% power, 1 apr) elemental iron greatsword (114% power, 1 apr)3.0 Encumbrance T1 greatsword 1H weapon [Ego+] Arcane Weapon Damage 114% Range: 1.0x-1.6x Uses 72% Wil Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 19 acid damage (1/turn) While equipped: offense ------ Damage +7% acid Ignore resists +7% acid Massive two-handed swords. |
On hands | Brightream the iron gauntlets (0 def, 1 armour) Brightream the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ Damage +6% light Accuracy +6 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +12% lightning +6% darkness +12% light other ------- Light +3 Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | iron helm 'Duverath' (0 def, 3 armour) iron helm 'Duverath' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +3 Con offense ------ Ignore resists +20% physical defense ------ Armor +3 Fatigue +5% Resistance +1% physical +12% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Amidochik (0 def, 3 armour) Amidochik (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Wil +1 Cun +3 Con defense ------ Armor +3 Fatigue +2% Resistance +3% fire Life Regen +4.00 other ------- Hate-on-crit +2.00 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | iron pickaxe 'Dairygar' (dig speed 19 turns) iron pickaxe 'Dairygar' (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex offense ------ Accuracy +10 (+3 eff.) Ignore Armor +1 defense ------ Resistance +9% temporal Life +22.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Torothad the steel ring Torothad the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +12% acid defense ------ Resistance +24% acid +5% arcane Crit Resistance 5.00% Mind save +13 (+4 eff.) Life Regen +4.00 Confus Resist +23% Rings make your fingers look great! |
On fingers | treant's copper ring of life treant's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +6% nature +7% blight Life +40.00 Life Regen +6.00 Healmod +11% Poison Resist +13% Disease Resist +12% Rings make your fingers look great! |
Around neck | copper amulet 'Olidan' copper amulet 'Olidan'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Con offense ------ Physical Crit +3.0% Ignore resists +5% physical Ignore Armor +3 On-Hit (Melee): * 10% chance to reduce armor by 19% defense ------ Unlife -40.00 life Healmod +12% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 139 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | elemental iron longsword of daylight (103% power, 2 apr) elemental iron longsword of daylight (103% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego+] Arcane Weapon Damage 104% Range: 1.0x-1.4x Uses 60% Wil Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +7 light Damage Against +5% Undead On Hit: * Create an explosion dealing 19 fire damage (1/turn) While equipped: offense ------ Damage +6% fire Ignore resists +8% fire Sharp, long, and deadly. |
Around waist | spiritwalker's rough leather belt of unlife spiritwalker's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane While equipped: Stats +4 Mag defense ------ Resistance +5% blight other ------- Mana/turn +0.12 Max mana +22.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | Radhadan the iron shield (0 def, 14 armour, 94% power, 60.5 block) Radhadan the iron shield (0 def, 14 armour, 94% power, 60.5 block)7.0 Encumbrance T1 shield armor [Rare] Psionic When used to Attack: Weapon Damage 95% Range: 1.0x-1.2x Uses 60% Wil Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +60 On-hit +20 physical On-Hit, radius 1 +8 physical While equipped: offense ------ Accuracy +20 (+5 eff.) Ignore Armor +1 defense ------ Armor +14 Fatigue +8% Resistance +11% mind other ------- Talents +1 Block Handheld deflection devices. |
Cloak | Sleetcutter the linen cloak (1 def, 0 armour) Sleetcutter the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 19% defense ------ Defense +1 (+1 eff.) Resistance +6% acid +10% temporal +11% darkness +12% cold +5% arcane Out-of-Phase Defense +12 Out-of-Phase Resistance +10% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | woollen robe 'Gleamsting' (0 def, 0 armour) woollen robe 'Gleamsting' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +13% arcane Ignore resists +10% blight defense ------ Resistance +6% blight +11% darkness +11% mind +9% all Physical save +11 (+5 eff.) Spell save +10 (+5 eff.) Mind save +36 (+12 eff.) other ------- Max mana +17.00 Light +1 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
teleportation rune of the titan (range 114; cd 19) teleportation rune of the titan (range 114; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 114 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
wizard's copper ring of light (+20%) wizard's copper ring of light (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +10% light defense ------ Resistance +20% light Spell save +4 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of perseverance wizard's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
enhanced iron greatmaul of erosion (116% power, 1 apr) enhanced iron greatmaul of erosion (116% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego+] Nature Weapon Damage 116% Range: 1.0x-1.5x Uses 72% Wil Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +9 nature While equipped: Stats +6 Str +5 Dex +6 Mag +6 Wil +6 Cun +6 Con Massive two-handed mauls. |
enhanced iron greatsword of amnesia (112% power, 1 apr) enhanced iron greatsword of amnesia (112% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego++] Nature/Psionic Weapon Damage 112% Range: 1.0x-1.6x Uses 72% Wil Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +6 Str +6 Dex +5 Mag +6 Wil +7 Cun +6 Con Massive two-handed swords. |
Glemina (1 def, 5 armour) Glemina (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Mag offense ------ Ignore resists +5% temporal defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +3% temporal +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hodil (1 def, 0 armour) Hodil (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +1 (+1 eff.) Resistance +6% mind +3% acid Healmod +20% Disease Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven woollen robe (0 def, 0 armour) stormwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +4 Mag +5 Wil offense ------ Damage +5% lightning +8% physical +5% cold defense ------ Resistance +6% lightning +6% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betuvea the pair of rough leather boots (0 def, 1 armour) Betuvea the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Damage +9% mind Ignore resists +5% acid On-Hit (Melee): * 10% chance to reduce armor by 19% defense ------ Armor +1 Resistance +15% acid Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blink to a nearby random location (rad 8) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Rainstar (0 def, 1 armour) Rainstar (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Ignore resists +5% cold Accuracy +11 (+3 eff.) When Hit 2 light On-Hit (Melee): * 20% chance to reduce armor by 19% defense ------ Armor +1 Fatigue +1% Resistance +6% cold 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. |
Aleyakor (0 def, 3 armour) Aleyakor (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +2 Cun +7 Dex offense ------ Damage +6% blight Ignore resists +5% blight Ignore Armor +5 defense ------ Armor +3 Fatigue +3% Resistance +7% fire +7% cold Physical save +12 (+6 eff.) A cap made of leather. |
Mirab the linen wizard hat (1 def, 0 armour) Mirab the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Wil +3 Mag offense ------ Ignore resists +5% mind When Hit 4 mind defense ------ Defense +1 (+1 eff.) Spell save +7 (+4 eff.) Mind save +6 (+2 eff.) other ------- Max hate +2.00 See Invisibility +6 A pointy cloth hat, very wizardly... |
agate agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
44 alchemist agate 44 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Earilarim the iron pickaxe (dig speed 35 turns) Earilarim the iron pickaxe (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Cun +4 Str defense ------ Fatigue -5% Resistance +6% lightning Physical save +3 (+1 eff.) Poison Resist +10% Knockbk Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Emelebeth the Blazequeen Emelebeth the Blazequeen2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str +3 Con offense ------ Damage +9% light Ignore resists +5% light defense ------ Resistance +3% light Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +7 See Invisibility +5 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. |
brass lantern 'Gilaneg' brass lantern 'Gilaneg'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Mag +3 Wil offense ------ Mind Crit +1% Damage +5% mind defense ------ Crit Resistance 10.00% other ------- Hate-on-crit +1.00 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown 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. |
2 ametrine 2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 Encumbrance T1 yellow gem [Normal] 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. |
zircon zircon0.0 Encumbrance T1 yellow gem [Normal] 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 Alnubaghels the Cornac Adventurer level 10
1st Time of Equilibrium 122nd year of Ascendancy at 01:37 see stats
By Alnubaghels the Cornac Adventurer level 7
1st Mirth 122nd year of Ascendancy at 14:27 see stats
By Alnubaghels the Cornac Adventurer level 18
31st Haze 122nd year of Ascendancy at 23:56 see stats
Log
Xalrama the sick dire wolf's Beyond the Flesh hits Carrion worm mass for 110 physical, 28 physical (138 total damage).
Xalrama the sick dire wolf receives 40 healing from Unnatural Body.
Xalrama the sick dire wolf's Beyond the Flesh killed Carrion worm mass!
Carrion worm mass's wormblight area effect hits Xalrama the sick dire wolf for 12 blight damage.
Xalrama the sick dire wolf uses Willful Strike.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 40.
Alnubaghels was smashed!
Alnubaghels converts damage to paradox!
Xalrama the sick dire wolf hits Alnubaghels for (29 to psi shield), (60 blocked), (15 dissipated), (32 converted), 74 physical, (14 to psi shield), (21 blocked), (0 dissipated), 0 physical (74 total damage).
Xalrama the sick dire wolf's Beyond the Flesh hits Carrion worm mass for 81 physical, 28 physical (109 total damage).
Xalrama the sick dire wolf receives 40 healing from Unnatural Body.
There is a ladder to the previous level here (press '' or right click to use).
Resting starts...
Talent Infusion: Regeneration is ready to use.
Player used:T_INFUSION:_REGENERATION_3
Alnubaghels uses Infusion: Regeneration.
Alnubaghels starts regenerating health quickly.
Reality around Alnubaghels is coherent again.
Alnubaghels retunes the fabric of spacetime.
Talent Block is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Rune: Blink is ready to use.
Alnubaghels stops regenerating health quickly.
Spacetime has calmed... somewhat.
Talent Infusion: Regeneration is ready to use.
Spacetime feels more stable.
Rested for 105 turns (stop reason: all resources and life at maximum).