Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Anorithil |
Level / Exp | 19 / 44% |
Size | medium |
Lifes / Deaths | Killed by Becika the thalore at level 19 on the 7th Wealth 122nd year of Ascendancy at 20:06 / 2Killed by Becika the thalore at level 19 on the 7th Wealth 122nd year of Ascendancy at 20:16 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 9 (base 10) |
Constitution | 15 (base 10) |
Magic | 52 (base 46) |
Willpower | 13 (base 10) |
Cunning | 43 (base 37) |
Resources
Life | -214/486 |
Positive | 104/104 |
Negative | 76/104 |
Healing Factor | 1.0460311219417 |
Regeneration | 1.3075389024271 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
Offense: Mainhand
Damage | 20 |
Accuracy | 3 |
Crit Chance | 12% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +6% |
Mind | +3% |
All | 0% |
Lightning | +6% |
Light | +28% |
Temporal | +17% |
Physical | +13% |
Darkness | +50% |
Nature | +17% |
Offense: Damage Penetration
Acid | +5% |
Light | +30% |
Temporal | +10% |
Arcane | +15% |
Darkness | +35% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 2 |
Physical Save | 40 |
Spell Save | 31 |
Mental Save | 35 |
Defense: Resistances
Darkness | + 11%( 70%) |
Lightning | + 9%( 70%) |
Light | 0%( 70%) |
Temporal | + 14%( 70%) |
Nature | + 33%( 70%) |
Physical | + 18%( 70%) |
Fire | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 457% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 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. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 | Adovena the Pitchmaim (0 def, 1 armour) Adovena the Pitchmaim (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +2 Con offense ------ Mindpower +15 (+8 eff.) Damage +3% darkness Ignore resists +15% darkness defense ------ Armor +1 Physical save +11 (+4 eff.) Mind save +11 (+5 eff.) other ------- Hate-on-crit +2.00 A pair of boots made of leather. |
Light source | Dazzlewill the brass lantern Dazzlewill the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% lightning +6% light When Hit 10 light defense ------ Resistance +3% lightning +6% temporal other ------- Light +6 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 | Nerema the Duatheldash (0 def, 1 armour) Nerema the Duatheldash (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +1 Dex offense ------ Damage +3% lightning +12% darkness Ignore resists +10% darkness defense ------ Armor +1 Fatigue +1% other ------- Stamina when Hit +0.70 EQ when Hit +0.90 Infravision +1 A cap made of leather. |
Tool | iron pickaxe 'Ivavea' (dig speed 38 turns) iron pickaxe 'Ivavea' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Critical power +15.00% Damage +6% nature Ignore resists +5% acid defense ------ Resistance +11% nature +6% fire Unlife -40.00 life While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Duvadin Duvadin0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str offense ------ Damage +9% temporal +6% arcane +13% physical Ignore resists +15% arcane defense ------ Armor +4 Resistance +13% physical Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
On fingers | savior's copper ring of nature (+22%) savior's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
Around waist | Shineoblivion Shineoblivion1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +4 (+2 eff.) Ignore resists +15% light Ignore Armor +3 defense ------ Defense +15 (+8 eff.) Physical save +6 (+2 eff.) Unlife -20.00 life A belt that goes around your waist. |
In main hand | Samuldil the Prismblur (10-12 power, 2 apr, light element) Samuldil the Prismblur (10-12 power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master 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 +6% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +16% light Ignore resists +15% light defense ------ Crit Resistance 15.00% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | rough leather armour 'Gykira' (3 def, 2 armour) rough leather armour 'Gykira' (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Spellpower +15 (+5 eff.) Spellpower/crit +4 defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +3% fire +5% physical Physical save +11 (+4 eff.) Stun Resist +20% A suit of armour made of leather. |
Cloak | Sootlord (1 def, 0 armour) Sootlord (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% mind +21% darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +3% darkness Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful copper amulet of the eclipse restful copper amulet of the eclipse0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Master While equipped: offense ------ On-Hit 6 light 5 darkness Damage +6% light +6% darkness When Hit: * 6% chance to reduce damage dealt by 18% * 6% chance to blind defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
Inventory
movement infusion (speed 400%; cd 14) movement infusion (speed 400%; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, light, mind, cold, nature, temporal) Prismatic Rune (6 turns; physical, light, mind, cold, nature, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 4 light, 3 mind, 5 cold, 4 nature, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding steel amulet of mastery (0.15 Celestial / Circles) grounding steel amulet of mastery (0.15 Celestial / Circles)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% lightning Stun Resist +20% other ------- Masteries +0.15 Celestial/Circles Amulets make your neck look great! |
insulating copper amulet of mastery (0.11 Celestial / Circles) insulating copper amulet of mastery (0.11 Celestial / Circles)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% fire +11% cold other ------- Masteries +0.11 Celestial/Circles Amulets make your neck look great! |
copper ring of corrosion (+20%) copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% acid defense ------ Resistance +20% acid Rings make your fingers look great! |
savior's copper ring savior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +8 (+3 eff.) Spell save +7 (+4 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
Ariwen the elm vilestaff (10-12 power, 2 apr, acid element) Ariwen the elm vilestaff (10-12 power, 2 apr, acid element)5.0 Encumbrance T1 staff 2H weapon [Rare] 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: Stats +1 Wil offense ------ Spell Crit +1% Spellpower +18 (+6 eff.) Spellpower/crit +7 Damage +10% acid other ------- Mana-on-crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, light element) elm starstaff (10-12 power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Normal] 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 (+1 eff.) Damage +10% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glowtrail the linen cloak (7 def, 0 armour) Glowtrail the linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Con offense ------ Ignore resists +5% light On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +7 (+4 eff.) Resistance +6% light +6% temporal Physical save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+2 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 42% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Falelar the Woebearer (0 def, 3 armour) Falelar the Woebearer (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Psionic While equipped: Stats +1 Dex +1 Mag +3 Wil +6 Cun +1 Con offense ------ Damage +3% acid Ignore resists +5% darkness defense ------ Armor +3 Fatigue +2% Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +5 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glintroar the pair of iron boots (0 def, 3 armour) Glintroar the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore resists +25% light defense ------ Armor +3 Fatigue +2% Resistance +6% mind Spell save +12 (+6 eff.) Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 162% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots (0 def, 1 armour) insulating pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +5% fire +5% cold A pair of boots made of leather. |
sand rough leather gloves of strength (+2) (0 def, 6 armour) sand rough leather gloves of strength (+2) (0 def, 6 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+3 eff.) On-Hit 6 physical Damage +4% physical defense ------ Armor +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat 'Quenchsorrow' (1 def, 0 armour) linen wizard hat 'Quenchsorrow' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% darkness +3% cold Ignore resists +10% cold When Hit 2 mind defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat of frost (+16%) (1 def, 0 armour) spellwoven linen wizard hat of frost (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +2% Spellpower +2 (+0 eff.) Damage +11% cold defense ------ Defense +1 (+1 eff.) Resistance +16% cold other ------- Mana/turn +0.12 A pointy cloth hat, very wizardly... |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
Imp Claw Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 129.19 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 353/400 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. |
elm wand of lightning storm [power 110] (15 cooldown) elm wand of lightning storm [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total 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. |
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. |
3 citrine 3 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. |
Achievements
By I Hate Squares the Dwarf Anorithil level 10
2nd Acquisition 122nd year of Ascendancy at 01:14 see stats
By I Hate Squares the Dwarf Anorithil level 16
18th Profit 122nd year of Ascendancy at 13:26 see stats
By I Hate Squares the Dwarf Anorithil level 6
20th Voratun 122nd year of Ascendancy at 09:28 see stats
By I Hate Squares the Dwarf Anorithil level 18
33rd Profit 122nd year of Ascendancy at 15:14 see stats
By I Hate Squares the Dwarf Anorithil level 11
3rd Profit 122nd year of Ascendancy at 10:28 see stats
By I Hate Squares the Dwarf Anorithil level 19
43rd Profit 122nd year of Ascendancy at 06:00 see stats
By I Hate Squares the Dwarf Anorithil level 19
7th Wealth 122nd year of Ascendancy at 20:07 see stats
Log
I Hate Squares is surging arcane power.
Becika the thalore begins rampaging!
I Hate Squares hits Becika the thalore for (65 rampage shugs off), 281 darkness (281 total damage).
I Hate Squares's darkness area effect hits Becika the thalore for 26 darkness damage.
Becika the thalore has shrugged off 65 damage and is ready for more.
Becika the thalore stops regenerating health quickly.
Becika the thalore uses Slash.
I Hate Squares has a cursed wound!
Becika the thalore hits I Hate Squares for 411 physical, 9 cold, 9 acid, 7 fire (436 total damage).
Melee retaliation hits Becika the thalore for (12 rampage shugs off), 0 light (0 total damage).
I Hate Squares uses Infusion: Wild.
I Hate Squares no longer has a cursed wound.
I Hate Squares is cured!
I Hate Squares lessens the pain.
Becika the thalore has shrugged off 12 damage and is ready for more.
Becika the thalore uses Beckon.
I Hate Squares has been beckoned.
Becika the thalore uses Slam.
Becika the thalore slams I Hate Squares!
I Hate Squares resists the stunning blow!
Becika the thalore hits I Hate Squares for 112 physical damage.
Talent Moonlight Ray is ready to use.
I Hate Squares casts Searing Light.
I Hate Squares hits Becika the thalore for (65 rampage shugs off), 49 light (49 total damage).
Becika the thalore hits I Hate Squares for 155 physical damage.
I Hate Squares's light area effect hits Becika the thalore for 57 light damage.
Melee retaliation hits Becika the thalore for 12 light damage.
I Hate Squares the level 19 dwarf anorithil was mauled to death by Becika the thalore on level 1 of Ambush!.