Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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. 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. 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 Roguelike |
Sex | Male |
Race | Higher |
Class | Wyrmic |
Level / Exp | 13 / 1% |
Size | medium |
Lifes / Deaths | Killed by Genor the war bear at level 12 on the 5th Flare 122nd year of Ascendancy at 14:39 / 1 |
Primary Stats
Strength | 32 (base 30) |
Dexterity | 16 (base 10) |
Constitution | 14 (base 11) |
Magic | 11 (base 10) |
Willpower | 43 (base 34) |
Cunning | 11 (base 10) |
Resources
Life | -10/583 |
Equilibrium | 141 |
Healing Factor | 1.3572895330003 |
Regeneration | 12.239990283381 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +36.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 1 |
Offense: Mainhand
Damage | 13 |
Accuracy | 37 |
Crit Chance | 5% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 37 |
Crit Chance | 5% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
Light | +13% |
Cold | +11% |
Fire | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
Acid | +20% |
Defense: Base
Armour (hardiness) | 7.9999999999997 (30%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 18 |
Mental Save | 27 |
Defense: Resistances
Acid | + 14%( 70%) |
Light | + 38%( 70%) |
Cold | + 34%( 70%) |
Lightning | + 11%( 70%) |
Fire | + 10%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 50% |
Blind Resistance | 15% |
Inscriptions (3/4)
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. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 within6 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(100 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | linen wizard hat 'Noonwither' (1 def, 0 armour) linen wizard hat 'Noonwither' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ Damage +3% light +6% fire Ignore resists +10% light defense ------ Defense +1 (+1 eff.) Resistance +3% light Physical save +6 (+3 eff.) other ------- Light +3 A pointy cloth hat, very wizardly... |
On hands | restful rough leather gloves of dexterity (+3) (0 def, 1 armour) restful rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +11 (+5 eff.) defense ------ Armor +1 Life Regen +1.00 other ------- Stamina/turn +0.80 Max stamina +10.00 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. |
Tool | iron pickaxe 'Xanylramina' (dig speed 19 turns) iron pickaxe 'Xanylramina' (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Physical Crit +2.0% Critical power +10.00% Ignore resists +5% acid On-Hit (Melee): * 10% chance to reduce armor by 16% defense ------ Life +21.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | titan's copper ring of frost (+22%) titan's copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% cold defense ------ Resistance +22% cold Physical save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | copper amulet of healing copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +11% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | horrifying mossy mindstar (3-3 power, 12 apr, nature damage) horrifying mossy mindstar (3-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) On-Hit 3 mind 3 darkness Damage +3% mind +2% darkness other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | rough leather belt 'Galakalthokalthokan' rough leather belt 'Galakalthokalthokan'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Physical save +3 (+2 eff.) Life +60.00 Life Regen +0.60 Healmod +11% A belt that goes around your waist. |
In off hand | mossy mindstar of clarity (3-3 power, 12 apr, nature damage) mossy mindstar of clarity (3-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) defense ------ Mind save +2 (+1 eff.) other ------- Max psi +11.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | linen cloak 'Nightglory' (1 def, 0 armour) linen cloak 'Nightglory' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ Damage +3% darkness Ignore resists +15% acid Accuracy +4 (+2 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Resistance +3% acid +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | mindwoven linen robe of protection (2 def, 2 armour) mindwoven linen robe of protection (2 def, 2 armour)2.0 Encumbrance T1 cloth armor [Ego] Master/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+0 eff.) defense ------ Armor +2 Defense +2 (+2 eff.) Resistance +7% all Physical save +16 (+7 eff.) Mind save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
iron battleaxe (14-22 power, 1 apr) iron battleaxe (14-22 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 14.5 - 21.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
balanced iron dagger (11-14 power, 5 apr) balanced iron dagger (11-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Master Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +21% Sharp, short and deadly. |
flaming iron dagger (10-13 power, 5 apr) flaming iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +7 fire Sharp, short and deadly. |
iron dagger of dampening (10-14 power, 5 apr) iron dagger of dampening (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Disrupt Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: defense ------ Resistance +8% acid +7% lightning +8% cold +8% fire +3% all Spell save +6 (+4 eff.) Sharp, short and deadly. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+7 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 60.28 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (121). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
cruel elm vilestaff (10-12 power, 2 apr, acid element) cruel elm vilestaff (10-12 power, 2 apr, acid element)5.0 Encumbrance T1 staff 2H weapon [Ego] 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 +7% Critical power +11.00% Spellpower +3 (+3 eff.) Damage +10% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 power, 8 apr) River's Fury (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+9 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+5 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.13 cold damage and 3.72 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
balanced iron waraxe of persecution (12-17 power, 2 apr) balanced iron waraxe of persecution (12-17 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Disrupt/Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Damage Against +8% Unnatural While equipped: Stats +1 Wil offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +21% One-handed war axes. |
cleansing rough leather belt cleansing rough leather belt1.0 Encumbrance T1 belt armor [Ego] Disrupt While equipped: defense ------ Resistance +6% acid +6% blight A belt that goes around your waist. |
Erarodan the Barkgrind (1 def, 0 armour) Erarodan the Barkgrind (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ Damage +9% lightning +9% light Ignore resists +15% lightning When Hit 2 nature defense ------ Defense +1 (+1 eff.) Resistance +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Strikesun (1 def, 0 armour) Strikesun (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ Ignore resists +15% lightning +5% darkness When Hit 8 acid 2 lightning On-Hit (Melee): * 10% chance to reduce armor by 16% defense ------ Defense +1 (+1 eff.) Resistance +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Aeryda' (1 def, 6 armour) linen cloak 'Aeryda' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Wil offense ------ Mind Crit +1% defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +15% acid +12% cold other ------- Max psi +10.00 See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex 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. |
Burngasher the pair of rough leather boots (0 def, 1 armour) Burngasher the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +6 Wil +6 Lck offense ------ Damage +9% blight defense ------ Armor +1 Resistance +3% fire Spell save +3 (+2 eff.) Stealth +6 A pair of boots made of leather. |
Glownight (0 def, 3 armour) Glownight (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ When Hit 2 lightning defense ------ Armor +3 Fatigue +2% Resistance +12% light +6% acid other ------- Stamina/turn +0.40 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sparkjam the pair of iron boots (0 def, 3 armour) Sparkjam the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +9% lightning +6% fire Ignore resists +5% fire defense ------ Armor +3 Fatigue +2% Resistance +20% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +11.00 A pair of boots made of leather. |
grounding iron helm of strength (+3) (0 def, 3 armour) grounding iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of constitution (+3) (0 def, 4 armour) miner's iron helm of constitution (+3) (0 def, 4 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +4 Fatigue +5% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing linen wizard hat of corrosion (+16%) (1 def, 0 armour) stabilizing linen wizard hat of corrosion (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil offense ------ Damage +11% acid defense ------ Defense +1 (+1 eff.) Resistance +16% acid Physical save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of constitution (+2) (0 def, 1 armour) stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% Physical save +11 (+6 eff.) A cap made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour 'Cyrynor' (2 def, 4 armour) iron mail armour 'Cyrynor' (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Nature While equipped: Stats +2 Cun +4 Wil offense ------ Damage +12% mind When Hit 4 acid defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +12% blight +12% darkness other ------- Light +1 A suit of armour made of mail. |
cleansing rough leather armour (3 def, 2 armour) cleansing rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Disrupt While equipped: defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +11% nature +11% blight A suit of armour made of leather. |
Phlegmspar the quiver of elm arrows (17/17, 16-22 power, 5 apr) Phlegmspar the quiver of elm arrows (17/17, 16-22 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Nature Weapon Damage 16.0 - 22.4 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 17 On-ranged-hit +15 cold +16 nature On-Hit, radius 1 +8 nature +4 mind On-crit, radius 2 +4 darkness +9 cold On Hit: * 20% chance to slow global speed by 53% Arrows are used with bows to pierce your foes to death. |
5 agate 5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glaresmash Glaresmash2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +20% light When Hit 4 cold defense ------ Resistance +6% light +3% cold Physical save +6 (+3 eff.) Healmod +11% 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. |
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. |
brass lantern 'Flowerhue' brass lantern 'Flowerhue'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Str offense ------ Physical Crit +1.0% Ignore resists +15% nature Accuracy +5 (+2 eff.) defense ------ Defense +15 (+13 eff.) Physical save +6 (+3 eff.) Unlife -20.00 life Healmod +11% 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. |
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. |
powerful iron torque of gale force [power 105] (16/15 cooldown) powerful iron torque of gale force [power 105] (16/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick elm wand of conjuration [power 85] (16/10 cooldown) quick elm wand of conjuration [power 85] (16/10 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 85 acid damage Puts all charms on 10 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. |
3 zircon 3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Breath Mint Enjoyer the Higher Wyrmic level 12
1st Summertide 122nd year of Ascendancy at 23:07 see stats
By Breath Mint Enjoyer the Higher Wyrmic level 10
2nd Mirth 122nd year of Ascendancy at 17:33 see stats
By Breath Mint Enjoyer the Higher Wyrmic level 8
78th Pyre 122nd year of Ascendancy at 22:55 see stats
Log
Talent Earth's Eyes is ready to use.
Talent Nature's Balance is ready to use.
Breath Mint Enjoyer uses Infusion: Regeneration.
Breath Mint Enjoyer starts regenerating health quickly.
Aeraldanor the black bear uses Slash.
Breath Mint Enjoyer has a cursed wound!
Aeraldanor the black bear hits Breath Mint Enjoyer for 120 physical, 5 nature, 6 darkness (132 total damage).
Melee retaliation hits Aeraldanor the black bear for 7 cold damage.
Talent Attune Mindstar is ready to use.
Talent Dig is ready to use.
Talent Nature's Touch is ready to use.
Breath Mint Enjoyer uses Infusion: Wild.
Breath Mint Enjoyer no longer has a cursed wound.
Breath Mint Enjoyer is cured!
Breath Mint Enjoyer lessens the pain.
Breath Mint Enjoyer uses Nature's Touch.
Breath Mint Enjoyer receives 258 healing.
Aeraldanor the black bear hits Breath Mint Enjoyer for 64 physical, 5 nature, 5 darkness (74 total damage).
Melee retaliation hits Aeraldanor the black bear for 8 cold damage.
Genor the war bear uses Prismatic Slash.
Genor the war bear performs a melee critical strike against Breath Mint Enjoyer!
You feel a surge of power as a powerful creature falls nearby.
Welcome to level 13 [Breath Mint Enjoyer].
Breath Mint Enjoyer has 3 stat point(s), 1 class talent point(s), 3 generic talent point(s) to spend. Press p to use them.
Genor the war bear hits Breath Mint Enjoyer for 198 physical, 8 nature, 3 fire, 56 physical (266 total damage).
Genor the war bear hits Aeraldanor the black bear for 68 physical damage.
Melee retaliation hits Genor the war bear for 3 cold damage.
Breath Mint Enjoyer the level 12 higher wyrmic was mutilated to death by Genor the war bear on level 1 of Norgos Lair.