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 | Ghoul |
Class | Adventurer |
Level / Exp | 29 / 38% |
Size | medium |
Lifes / Deaths | Killed by Zubadhewyn the skeleton warrior at level 29 on the 21st Pyre 123rd year of Ascendancy at 13:24 / 1 |
Primary Stats
Strength | 23 (base 12) |
Dexterity | 37 (base 12) |
Constitution | 27 (base 12) |
Magic | 68 (base 60) |
Willpower | 63 (base 54) |
Cunning | 21 (base 12) |
Resources
Mana | 498/533 |
Psi | 0/410 |
Vim | 182/212 |
Life | -63/681 |
Hate | 100/100 |
Paradox | 854 |
Soul | 10/10 |
Healing Factor | 1.1386945338482 |
Regeneration | 14.062877493025 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
See Stealth | 6 |
See Invisible | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 18 |
Accuracy | 49 |
Crit Chance | 11% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 49 |
Crit Chance | 18% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +34% |
Nature | +15% |
Temporal | +15% |
Blight | +15% |
Physical | +10% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +39% |
Physical | +37% |
Temporal | +50% |
Mind | +45% |
Arcane | +40% |
Cold | +42% |
All | +25% |
Defense: Base
Armour (hardiness) | 26 (62.946778433524%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 35.2 |
Spell Save | 44 |
Mental Save | 48 |
Defense: Resistances
Acid | + 65%( 70%) |
Blight | + 43%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 59%( 70%) |
All | + 23%( 70%) |
Lightning | + 69%( 70%) |
Light | + 42%( 70%) |
Temporal | + 56%( 70%) |
Mind | + 42%( 70%) |
Darkness | + 62%( 70%) |
Fire | + 65%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 71% |
Fear Resistance | 100% |
Poison Resistance | 90% |
Blind Resistance | 21% |
Silence Resistance | 20% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 60% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 614 damage for 8 turns. Its effects scale with your Willpower stat. |
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 88 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Psionic / Absorption | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Corruption / Rot | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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. | 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 Alnubaghels. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Gelravena the wolf. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You abandoned repented thief, to death. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength by +5. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed naga tongue. * You've found the needed black mamba head. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within11 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
Psionic focus | Erelumnir the iron greatmaul (118% power, 1 apr) Erelumnir the iron greatmaul (118% power, 1 apr)5.0 Encumbrance T1 greatmaul 1H weapon [Rare] Arcane Weapon Damage 119% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Hit: * Create an explosion dealing 78 cold damage (1/turn) While equipped: offense ------ Damage +9% cold Ignore resists +12% cold defense ------ Resistance +3% acid +6% cold +6% light Poison Resist +10% Disarm Resist +20% other ------- Vim-on-crit +1.00 Massive two-handed mauls. |
On hands | voratun gauntlets 'Gluwe' (0 def, 8 armour) voratun gauntlets 'Gluwe' (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: offense ------ Damage +15% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 23 defense ------ Armor +8 Fatigue +5% Resistance +6% blight +3% temporal Mind save +11 (+3 eff.) Life +65.00 Life Regen +8.10 other ------- Stamina/turn +1.50 Psi/turn +0.59 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. |
Light source | brass lantern 'Silewe' brass lantern 'Silewe'2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +9% blight +9% fire +5% arcane +9% lightning Blind Resist +21% Confus Resist +13% other ------- Light +7 See Stealth +6 See Invisibility +7 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 8 turns. The radius will increase with your Cunning. 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 | Velymivena the Voidpyre (2 def, 0 armour) Velymivena the Voidpyre (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% nature +9% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Defense +2 (+1 eff.) Resistance +3% lightning +15% temporal +9% light +3% blight +28% nature +6% acid A pointy cloth hat, very wizardly... |
On feet | Eilinudavea (0 def, 4 armour) Eilinudavea (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil offense ------ Physical Crit +3.0% Physical Power +5 (+3 eff.) Ignore resists +14% temporal +14% darkness +15% arcane +10% mind +6% physical When Hit 6 mind defense ------ Armor +4 Fatigue +3% Resistance +16% temporal +18% darkness +5% arcane Out-of-Phase Defense +19 Out-of-Phase Resistance +12% Out-of-Phase Resilience +13% Blink to a nearby random location (rad 11) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Rhadar [power 105] (15 cooldown) Rhadar [power 105] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: defense ------ Resistance +3% temporal +3% light +12% mind Physical save +6 (+2 eff.) Disease Resist +20% Disarm Resist +20% Confus Resist +10% other ------- Wards +3 acid +3 temporal +3 arcane +3 cold Talents +1 Ward Fire a magical bolt dealing 121 cold damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Duvemathad Duvemathad0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: defense ------ Armor +14 Resistance +6% fire Crit Resistance 10.00% Mind save +7 (+2 eff.) Silence Resist +20% Disarm Resist +20% Confus Resist +22% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
On fingers | Duskspawner the gold ring Duskspawner the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +4 Wil offense ------ Damage +9% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +30% acid +30% fire +33% lightning +33% cold Mind save +8 (+2 eff.) other ------- Max psi +10.00 Rings make your fingers look great! |
Around neck | Tidontir Tidontir0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Cun +4 Con offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% lightning +6% temporal +13% mind Physical save +7 (+2 eff.) Life +34.00 Life Regen +4.00 Confus Resist +26% Amulets make your neck look great! |
In main hand | elemental steel longsword of corruption (110% power, 3 apr) elemental steel longsword of corruption (110% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego++] Arcane Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Curse of Impotence level 2 On Hit: * Create an explosion dealing 78 cold damage (1/turn) While equipped: offense ------ Damage +6% cold Ignore resists +5% cold Sharp, long, and deadly. |
Around waist | Getoyadir the hardened leather belt Getoyadir the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +3 Wil +4 Cun +7 Lck offense ------ Spellpower +4 (+2 eff.) When Hit 4 acid defense ------ Resistance +5% arcane +15% acid Mind save +16 (+5 eff.) Stealth +8 Life +54.00 other ------- Disarm Traps +14 Infravision +4 A belt that goes around your waist. |
In off hand | Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | Cloak of Deception Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | cashmere robe 'Radhovor' (0 def, 0 armour) cashmere robe 'Radhovor' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane While equipped: Stats +5 Mag +1 Wil +3 Con offense ------ Damage +15% temporal +16% darkness +10% physical Ignore resists +11% temporal +10% mind +6% physical defense ------ Resistance +8% lightning +32% darkness +8% cold +8% blight +9% fire +7% light +11% all Physical save +13 (+5 eff.) Spell save +23 (+6 eff.) Mind save +12 (+4 eff.) Anomaly Control +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Daneth's Neckguard Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Armefast (113% power, 7 apr) Armefast (113% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +4 acid On Hit: * 20% chance to reduce strength, dexterity, and constitution by 23 * 10% chance to reduce armor by 33% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Str +7 Dex +6 Mag +6 Wil +6 Cun +5 Con offense ------ Physical Crit +9.0% Accuracy +8 (+3 eff.) On-Hit (Melee): * 20% chance to reduce armor by 33% defense ------ Defense +7 (+2 eff.) Resistance +6% blight Disarm Resist +22% Sharp, short and deadly. |
Muckquell (105% power, 3 apr) Muckquell (105% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Nature Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +7 Str +5 Dex +5 Mag +5 Wil +7 Cun +6 Con offense ------ Damage +9% nature Ignore resists +15% cold When Hit 4 nature On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +15% darkness Blunt and deadly. |
elemental dwarven-steel waraxe of evisceration (124% power, 4 apr) elemental dwarven-steel waraxe of evisceration (124% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego++] Arcane/Master Weapon Damage 124% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * Create an explosion dealing 78 cold damage (1/turn) On Critical: * Wound the target dealing 99 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +6 (+3 eff.) Damage +15% cold Ignore resists +13% cold One-handed war axes. |
Eremarath the Kindlewolf (11 def, 6 armour) Eremarath the Kindlewolf (11 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% fire defense ------ Armor +6 Defense +11 (+4 eff.) Resistance +3% nature +11% cold Life +80.00 Life Regen +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's cashmere robe of power (0 def, 0 armour) dreamer's cashmere robe of power (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +12 (+4 eff.) Damage +8% all defense ------ Resistance +12% darkness +12% mind +11% all Physical save +12 (+5 eff.) Spell save +15 (+4 eff.) Mind save +23 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Islita the pair of rough leather boots (0 def, 1 armour) Islita the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str +4 Dex +6 Lck defense ------ Armor +1 Resistance +6% mind Mind save +6 (+2 eff.) Stealth +6 other ------- Hate-on-crit +1.00 Infravision +1 A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 96.61 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Eiliniselle (0 def, 1 armour) Eiliniselle (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +9 Str offense ------ Critical power +10.00% defense ------ Armor +1 Fatigue +1% Physical save +12 (+5 eff.) other ------- Stamina/turn +3.00 Stamina when Hit +1.10 EQ when Hit +1.00 A cap made of leather. |
3 opal 3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Snowsage (dig speed 31 turns) Snowsage (dig speed 31 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Mindpower +30 (+11 eff.) Damage +6% cold defense ------ Fatigue -7% Resistance +15% nature +9% cold other ------- Psi when Hit +0.08 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald 4 emerald0.0 Encumbrance T3 green gem [Normal] 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. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
2 garnet 2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Alnubaghels the Ghoul Adventurer level 23
5th Decay 122nd year of Ascendancy at 17:29 see stats
By Alnubaghels the Ghoul Adventurer level 21
62nd Haze 122nd year of Ascendancy at 20:43 see stats
By Alnubaghels the Ghoul Adventurer level 10
25th Dusk 122nd year of Ascendancy at 12:17 see stats
By Alnubaghels the Ghoul Adventurer level 20
24th Haze 122nd year of Ascendancy at 06:20 see stats
By Alnubaghels the Ghoul Adventurer level 11
31st Dusk 122nd year of Ascendancy at 22:58 see stats
By Alnubaghels the Ghoul Adventurer level 11
29th Dusk 122nd year of Ascendancy at 16:29 see stats
By Alnubaghels the Ghoul Adventurer level 22
66th Haze 122nd year of Ascendancy at 06:36 see stats
By Alnubaghels the Ghoul Adventurer level 15
60th Dusk 122nd year of Ascendancy at 17:53 see stats
Log
Carrion worm mass's wormblight area effect hits Ghoul for 28 blight damage.
Carrion worm mass's wormblight area effect hits Skeleton archer for 34 blight damage.
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for 34 blight damage.
Carrion worm mass's wormblight area effect hits Ghoul for 40 blight damage.
Ghoul uses Ghoulish Leap.
Ghoul speeds up.
Alnubaghels converts damage to paradox!
Alnubaghels converts some damage to Psi!
Melee retaliation hits Adolemira the skeleton warrior for (2 flat reduction), 0 acid, (1 flat reduction), 0 mind (0 total damage).
Adolemira the skeleton warrior hits Alnubaghels for (32 to psi shield), (29 dissipated), 3 to psi, (26 converted), 60 physical (64 total damage).
Zubadhewyn the skeleton warrior uses Bone Armour.
A shield forms around Zubadhewyn the skeleton warrior.
Alnubaghels has survived the set up.
Alnubaghels is no longer pinned.
Alnubaghels's Beyond the Flesh misses Zubadhewyn the skeleton warrior.
Zubadhewyn the skeleton warrior performs a melee critical strike against Alnubaghels!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 62.
Zubadhewyn the skeleton warrior throws Alnubaghels to the ground!
Alnubaghels is dazed!
Talent Ghoulish Leap is ready to use.
Talent Ward is ready to use.
Talent Rigor Mortis is ready to use.
Alnubaghels converts damage to paradox!
Alnubaghels converts some damage to Psi!
Skeleton master archer hits Carrion worm mass for 10 physical damage.
Melee retaliation hits Zubadhewyn the skeleton warrior for (1 flat reduction), 0 acid, (1 flat reduction), 0 mind (0 total damage).
Alnubaghels receives 6 healing (5 psi heal).
Zubadhewyn the skeleton warrior hits Alnubaghels for (32 to psi shield), (29 dissipated), 9 to psi, (45 converted), 104 physical (114 total damage).
Alnubaghels the level 29 ghoul adventurer was mauled to death by Zubadhewyn the skeleton warrior on level 2 of Ruined halfling complex.
Zubadhewyn the skeleton warrior prepares for the next kill!