Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shorter East 1.7.4Based on "Shorter Dungeons Redux", this simply removes 1 floor from Rak'shor and Grushnak prides, 2 floors from Gorbat and Vor, and 5 floors from Highpeak, without changing the exp gains or anything else. 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:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! No Ambient Sounds 1.7.5Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting. Enjoy the sweet sound of silence~ https://github.com/sandertyu/tome-no-ambient-sounds ---Changelog--- Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Another Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Updated to fix some issues with tradewind rider's fix Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. 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: 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. No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Semi-Roguelike (mild) |
Sex | Male |
Race | Dwarf |
Class | Anorithil |
Level / Exp | 14 / 66% |
Size | medium |
Lifes / Deaths | Killed by Betholaith the dremling at level 14 on the 28th Shortage 122nd year of Ascendancy at 21:50 / 1 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 36 (base 28) |
Magic | 44 (base 40) |
Willpower | 16 (base 10) |
Cunning | 18 (base 13) |
Resources
Life | -46/542 |
Mana | 88/208 |
Negative | 41/89 |
Positive | 21/89 |
Healing Factor | 1.5279202340232 |
Regeneration | 9.2439174158406 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 18 |
Accuracy | 12 |
Crit Chance | 5% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Fire | +6% |
Arcane | +6% |
Cold | +10% |
Nature | +7% |
Offense: Damage Penetration
Darkness | +5% |
Light | +5% |
Arcane | +10% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 1 |
Physical Save | 31 |
Spell Save | 29 |
Mental Save | 23 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 19%( 70%) |
Cold | + 36%( 70%) |
All | + 9%( 70%) |
Lightning | + 23%( 70%) |
Light | + 17%( 70%) |
Temporal | + 14%( 70%) |
Mind | + 14%( 70%) |
Fire | + 18%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Pinning Resistance | 22% |
Poison Resistance | 25% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 56 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 14 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Celestial / Star fury | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.11 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+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. | active |
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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed green worm. 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 sandworm tooth. * '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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * '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.' | 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 within | active |
Equipment
On feet | pair of rough leather boots 'Shimmerrain' (0 def, 1 armour) pair of rough leather boots 'Shimmerrain' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Ignore resists +5% darkness When Hit 6 lightning defense ------ Armor +1 Resistance +3% acid +3% cold +3% light +9% lightning Physical save +6 (+3 eff.) Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
Light source | Poruyabrevea Poruyabrevea2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ When Hit 2 blight defense ------ Crit Resistance 5.00% Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +3 (+1 eff.) Life +40.00 Healmod +11% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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 | Grinasin the Blazegrinder (0 def, 1 armour) Grinasin the Blazegrinder (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Ignore resists +5% light When Hit 2 light defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal +3% nature +3% blight Crit Resistance 15.00% A cap made of leather. |
Tool | piercing iron torque of clear mind [power 1] (4/25 cooldown) piercing iron torque of clear mind [power 1] (4/25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of perseverance copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
On fingers | savior's copper ring of tenacity savior's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +7 (+4 eff.) Mind save +6 (+3 eff.) Life +21.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +21% Rings make your fingers look great! |
Around waist | Dawnstoker Dawnstoker1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Str offense ------ Critical power +5.00% defense ------ Resistance +6% light Crit Resistance 5.00% Life Regen +0.90 Healmod +12% A belt that goes around your waist. |
In main hand | Flameprophet (18 - 21 damage, 2 apr, light element) Flameprophet (18 - 21 damage, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% light +6% fire Ignore resists +5% mind When Hit 2 darkness 2 fire defense ------ Defense +6 (+6 eff.) Resistance +6% mind other ------- Light +3 Talents +1 Command Staff This staff offers 10% bonus to light damage. (included above) Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 87.19 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | restful hardened leather gloves of magic (+2) (0 def, 2 armour) restful hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +6% arcane defense ------ Armor +2 Life Regen +1.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Unarmed combat: Weapon Damage 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 arcane On-crit, radius 2 +7 arcane On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Ivyth (0 def, 0 armour) Ivyth (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +1 Str +2 Cun +5 Con offense ------ Damage +7% nature +10% cold defense ------ Resistance +8% blight +15% cold +9% all Crit Resistance 10.00% Life +50.00 Life Regen +1.90 Healmod +10% Poison Resist +25% Disease Resist +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Hathuromigar' (6 def, 6 armour) linen cloak 'Hathuromigar' (6 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Mag offense ------ Ignore resists +10% arcane Accuracy +10 (+8 eff.) defense ------ Armor +6 Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Unlife -40.00 life other ------- Mana-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | insulating copper amulet of mastery (0.11 Technique / Combat training) insulating copper amulet of mastery (0.11 Technique / Combat training)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% fire +12% cold other ------- Masteries +0.11 Technique/Combat training Amulets make your neck look great! |
Inventory
wild infusion (res 15%; mental; dur 2; cd 12) wild infusion (res 15%; mental; dur 2; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature 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 mental effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 234; dur 3; cd 16) shielding rune of the wizard (absorb 234; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 234 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
elm starstaff of greater warding (18 - 21 damage, 2 apr, light element) elm starstaff of greater warding (18 - 21 damage, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% light defense ------ Armor +6 Defense +6 (+6 eff.) other ------- Wards +3 light Talents +1 Ward +1 Command Staff This staff offers 10% bonus, 3 wards to light damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of illumination (20 - 24 damage, 3 apr, fire element) cruel ash magestaff of illumination (20 - 24 damage, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Critical power +13.00% Spellpower +6 (+3 eff.) Damage +15% fire defense ------ Defense +6 (+6 eff.) other ------- Light +2 Talents +1 Command Staff This staff offers 15% bonus to fire damage. (included above) Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 64.74 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
balanced steel battleaxe of massacre (18 - 27 damage, 2 apr) balanced steel battleaxe of massacre (18 - 27 damage, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master Weapon Damage 27.5 - 41.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+8 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +42% Massive two-handed battleaxes. |
Xath the steel greatmaul (18 - 28 damage, 2 apr) Xath the steel greatmaul (18 - 28 damage, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +9 nature On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Con +10 Wil offense ------ Physical Crit +9.0% Spellpower/crit +2 Damage +3% blight defense ------ Spell save +9 (+5 eff.) Life +19.00 other ------- Mana-on-crit +2.00 Massive two-handed mauls. |
Infernoravager (15 - 24 damage, 1 apr) Infernoravager (15 - 24 damage, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Nature Weapon Damage 16.5 - 26.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 nature +4 light On-crit, radius 2 +16 fire While equipped: offense ------ Damage +6% fire When Hit 4 light defense ------ Resistance +3% fire Massive two-handed swords. |
hateful iron greatsword (15 - 24 damage, 1 apr) hateful iron greatsword (15 - 24 damage, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Psionic Weapon Damage 15.5 - 24.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 darkness Damage Against +10% Living Massive two-handed swords. |
balanced steel greatsword of massacre (19 - 30 damage, 2 apr) balanced steel greatsword of massacre (19 - 30 damage, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master Weapon Damage 32.5 - 52.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+8 eff.) defense ------ Defense +10 (+10 eff.) Disarm Resist +31% Massive two-handed swords. |
chilling iron longsword of massacre (14 - 19 damage, 2 apr) chilling iron longsword of massacre (14 - 19 damage, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +7 cold Sharp, long, and deadly. |
iron waraxe (13 - 18 damage, 2 apr) iron waraxe (13 - 18 damage, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
iron waraxe (13 - 18 damage, 2 apr) iron waraxe (13 - 18 damage, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
reinforced iron shield (0 def, 4 armour, 46.5 block) reinforced iron shield (0 def, 4 armour, 46.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
mindwoven linen robe (0 def, 0 armour) mindwoven linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+2 eff.) defense ------ Resistance +7% all Mind save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of darkness (+16%) (0 def, 0 armour) spellwoven linen robe of darkness (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) Damage +11% darkness defense ------ Resistance +16% darkness +7% all Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of protection (2 def, 3 armour) mindwoven woollen robe of protection (2 def, 3 armour)2.0 Encumbrance T2 cloth armor [Ego] Master/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) defense ------ Armor +3 Defense +2 (+2 eff.) Resistance +9% all Physical save +17 (+9 eff.) Mind save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flamequarry the cured leather armour (14 def, 8 armour) Flamequarry the cured leather armour (14 def, 8 armour)9.0 Encumbrance T2 light armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +4 Wil offense ------ Damage +3% blight +3% fire Ignore resists +10% blight defense ------ Armor +8 Defense +14 (+12 eff.) Fatigue +7% Resistance +6% arcane +6% blight Spell save +10 (+5 eff.) Mind save +22 (+11 eff.) A suit of armour made of leather. |
impenetrable iron mail armour (2 def, 10 armour) impenetrable iron mail armour (2 def, 10 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Strikemight' (0 def, 1 armour) pair of rough leather boots 'Strikemight' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Crit +2.0% Ignore resists +5% lightning When Hit 4 physical defense ------ Armor +1 Resistance +2% physical 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. A pair of boots made of leather. |
traveler's pair of iron boots of speed (0 def, 3 armour) traveler's pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stone warden's rough leather gloves of magic (+6) (0 def, 6 armour) stone warden's rough leather gloves of magic (+6) (0 def, 6 armour)1.0 Encumbrance T1 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +6 Con offense ------ Damage +3% arcane defense ------ Armor +6 Hardiness +6% Resistance +5% physical Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +6 arcane On Hit: 5% Stone Touch level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of magic (+3) (0 def, 1 armour) iron gauntlets of magic (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 9.0 - 12.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +5 arcane On-crit, radius 2 +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
shielding linen wizard hat of balance (1 def, 0 armour) shielding linen wizard hat of balance (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag defense ------ Defense +1 (+1 eff.) Spell save +6 (+3 eff.) other ------- EQ when Hit +0.80 Psi when Hit +0.90 Hate when Hit +0.80 A pointy cloth hat, very wizardly... |
miner's rough leather cap of dexterity (+3) (0 def, 3 armour) miner's rough leather cap of dexterity (+3) (0 def, 3 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +1% other ------- Infravision +2 A cap made of leather. |
rough leather cap 'Sileba' (0 def, 1 armour) rough leather cap 'Sileba' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Mindpower +15 (+8 eff.) Damage +6% arcane +12% blight defense ------ Armor +1 Fatigue +1% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max hate +4.00 A cap made of leather. |
werebeast's rough leather cap (0 def, 1 armour) werebeast's rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Nature While equipped: Stats +2 Str +2 Dex +1 Cun +2 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
4 ametrine 4 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. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Achievements
By Raspy the Dwarf Anorithil level 10
2nd Dearth 122nd year of Ascendancy at 10:41 see stats
By Raspy the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 02:42 see stats
By Raspy the Dwarf Anorithil level 6
1st Acquisition 122nd year of Ascendancy at 21:28 see stats
Log
Belinne the dremling hits Raspy for 25 physical, 1 mind, 2 fire (28 total damage).
The protective shield of Raspy disappears.
Raspy is less vulnerable.
Talent Sun Flare is ready to use.
Burning from Belinne the dremling hits Raspy for 11 fire damage.
Deadly Poison from Belinne the dremling hits Raspy for 9 nature damage.
Burning Shock from Belinne the dremling hits Raspy for 5 fire damage.
Raspy casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Thunderstorm hits Raspy for 2 lightning damage.
You are unable to move!
Hotkey page 2 is now displayed.
Hotkey page 3 is now displayed.
Raspy activates Hymn of Shadows.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Raspy casts Sun Flare.
Aravena the drem resists the blinding light!
Belinne the dremling resists the blinding light!
Betholaith the dremling resists the blinding light!
Betholaith the dremling uses Slash.
Betholaith the dremling hits Raspy for 110 physical damage.
Melee retaliation hits Betholaith the dremling for 3 lightning, 6 light, 1 blight, 1 fire, 3 darkness (14 total damage).
Raspy hits Betholaith the dremling for 43 light damage.
Raspy hits Aravena the drem for 52 light damage.
Raspy hits Belinne the dremling for 33 light damage.
Raspy the level 14 dwarf anorithil was struck to death by Betholaith the dremling on level 1 of The Deep Bellow.