Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Items Vault 1.7.6Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Root's Tooltip Options 1.7.0Adds UI options for various tooltip settings, including: - maximum width - speed of scrolling - delay before scrolling at top and bottom - font size - unlocked transparency This addon is compatible with other addons that change the contents of tooltips. Inspired by several previous tooltip addons, including those by DirectOrder and Thrale. Requested by Femme Fatale and Aeternis on the Discord. 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: 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 | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 22 / 29% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 22 on the 76th Dusk 123rd year of Ascendancy at 14:38 / 1 |
Primary Stats
Strength | 31 (base 13) |
Dexterity | 52 (base 51) |
Constitution | 33 (base 10) |
Magic | 10 (base 10) |
Willpower | 14 (base 10) |
Cunning | 50 (base 41) |
Resources
Life | -11/735 |
Stamina | 16/173 |
Healing Factor | 1.3989294477288 |
Regeneration | 17.136885734678 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 43.595095619122 |
See Invisible | 58.595095619122 |
Offense: Barehand
Damage | 76 |
Accuracy | 44 |
Crit Chance | 15% |
APR | 3 |
Speed | 0.80 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +8% |
Cold | +13% |
Darkness | +11% |
Physical | +4% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Arcane | +15% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 12 (35.65183292883%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 8 |
Mental Save | 29 |
Defense: Resistances
Darkness | + 19%( 70%) |
Acid | + 6%( 70%) |
Light | + 12%( 70%) |
Temporal | + 8%( 70%) |
Cold | + 18%( 70%) |
Lightning | + 18%( 70%) |
Fire | + 8%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 10% |
Confusion Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. |
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 / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed pouch of bone giant dust. * You've found the needed ice ant stinger. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Xokira (0 def, 1 armour) Xokira (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Resistance +3% acid +6% fire +6% darkness +6% cold Life +20.00 other ------- Infravision +1 See Invisibility +15 A pair of boots made of leather. |
Quiver | quiver of ash arrows of crippling (20/20, 20-28 power, 7 apr) quiver of ash arrows of crippling (20/20, 20-28 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Master Weapon Damage 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.5% Capacity 20 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
On hands | sand hardened leather gloves of strength (+3) (0 def, 7 armour) sand hardened leather gloves of strength (+3) (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) On-Hit 8 physical Damage +4% physical defense ------ Armor +7 Unarmed combat: Weapon Damage 23.5 - 25.9 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 125% On-Hit, radius 1 +5 physical On-crit, radius 2 +9 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.94 to 89.81 lightning damage (59.87 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | Betath [power 110] (13 cooldown) Betath [power 110] (13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Con offense ------ Ignore resists +15% arcane defense ------ Crit Resistance 10.00% Physical save +6 (+3 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (121 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Rainpain Rainpain0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% cold Ignore resists +5% cold defense ------ Mind save +9 (+5 eff.) Life +55.00 Life Regen +9.00 Healmod +12% Poison Resist +10% Disarm Resist +20% Confus Resist +20% Rings make your fingers look great! |
On fingers | Bloodcaller Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 37.17 You won the Ring of Blood trial, and this is your reward. |
Around neck | Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 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... |
Main armor | troll-hide cured leather armour (6 def, 4 armour) troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +30.00 Life Regen +3.00 Healmod +10% A suit of armour made of leather. |
Light source | Silowyn the dwarven lantern Silowyn the dwarven lantern1.0 Encumbrance T5 lite [Random Unique] Arcane/Master While equipped: Stats +2 Cun +4 Wil offense ------ Damage +8% light +11% darkness +9% mind When Hit 2 mind defense ------ Resistance +11% darkness +10% light Affinity +5% light +5% darkness other ------- EQ when Hit +0.04 Light +11 Infravision +4 Moonlight Ray: Puts all charms on 7 turn cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 56.58 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +1 (+1 eff.) Life +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | grounding rough leather belt of resilience grounding rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +6% temporal Life +31.00 A belt that goes around your waist. |
Inventory
Elixir of Precision Elixir of Precision0.0 Encumbrance potion [Plot Item] Nature Permanently increase your physical critical strike chance by 4%. A vial of chunky red fluid. |
healing infusion (heal 40; cd 14) healing infusion (heal 40; 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 instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. 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 warrior (absorb 229; dur 3; cd 18) shielding rune of the warrior (absorb 229; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 229 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing copper amulet cleansing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +12% nature +10% blight Poison Resist +21% Disease Resist +21% Amulets make your neck look great! |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
mule's steel ring of darkness (+20%) mule's steel ring of darkness (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +10% darkness defense ------ Fatigue -4% Resistance +20% darkness other ------- Encumbrance +22 Rings make your fingers look great! |
quiver of elm arrows 'Cyratira' (17/17, 13-18 power, 5 apr) quiver of elm arrows 'Cyratira' (17/17, 13-18 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Nature Weapon Damage 13.5 - 18.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 17 Projectile Speed +200% Ignore Shields +30% On-ranged-hit +9 nature +4 physical While equipped: other ------- Reload +4 Arrows are used with bows to pierce your foes to death. |
troll-hide rough leather armour of acid resistance (3 def, 2 armour) troll-hide rough leather armour of acid resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% acid Life +33.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
steel plate armour of acid resistance (0 def, 9 armour) steel plate armour of acid resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego] Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +19% acid A suit of armour made of metal plates. |
brawler's dwarven-steel gauntlets (0 def, 2 armour) brawler's dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +3 Cun defense ------ Armor +2 Fatigue +3% Physical save +7 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 18.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On Hit: 10% Set Up level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
7 agate 7 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. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
ametrine 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. |
8 citrine 8 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. |
6 zircon 6 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. |
3 aquamarine 3 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. |
4 opal 4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Haratofang the Dimkarma Haratofang the Dimkarma2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Wil +1 Con offense ------ Damage +3% darkness defense ------ Physical save +6 (+3 eff.) Healmod +11% other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 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. |
iron pickaxe of endurance (dig speed 35 turns) iron pickaxe of endurance (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Rydz the Cornac Brawler level 14
3rd Allure 123rd year of Ascendancy at 22:03 see stats
By Rydz the Cornac Brawler level 18
54th Regrowth 123rd year of Ascendancy at 07:20 see stats
By Rydz the Cornac Brawler level 10
9th Haze 122nd year of Ascendancy at 06:13 see stats
By Rydz the Cornac Brawler level 20
55th Regrowth 123rd year of Ascendancy at 04:45 see stats
By Rydz the Cornac Brawler level 22
10th Flare 123rd year of Ascendancy at 02:59 see stats
By Rydz the Cornac Brawler level 8
4th Haze 122nd year of Ascendancy at 19:00 see stats
By Rydz the Cornac Brawler level 13
45th Haze 122nd year of Ascendancy at 23:56 see stats
By Rydz the Cornac Brawler level 20
63rd Regrowth 123rd year of Ascendancy at 20:55 see stats
By Rydz the Cornac Brawler level 18
54th Regrowth 123rd year of Ascendancy at 00:42 see stats
Log
Rydz uses Infusion: Regeneration.
Rydz starts regenerating health quickly.
Urkis, the High Tempest fails to use Lightning.
Hurricane from Urkis, the High Tempest hits Rydz for (12 flat reduction), 112 lightning (113 total damage).
Rydz hits Urkis, the High Tempest for 0 lightning damage.
Rydz throws two quick punches.
Rydz performs a melee critical strike against Urkis, the High Tempest!
Rydz performs a melee critical strike against Urkis, the High Tempest!
Rydz hits Urkis, the High Tempest for 83 physical, 4 physical, 1 mind, 2 physical, 5 physical, 91 physical, 4 physical, 3 mind, 2 physical, 5 physical (206 total damage).
Bloodcaller hits Rydz for 2 healing, 3 healing (0 total damage) [6 healing].
Urkis, the High Tempest regains their concentration.
Urkis, the High Tempest casts Lightning.
Rydz reacts to damage from Urkis, the High Tempest, mitigating the blow!.
Urkis, the High Tempest hits Rydz for (12 flat reduction), (57 reacted , -3 stam), 202 lightning (202 total damage).
Rydz is dazed!
Rydz is not dazed anymore.
Rydz is no longer evading attacks.
Hurricane from Urkis, the High Tempest hits Gwelgoroth for 64 lightning damage.
Hurricane from Urkis, the High Tempest hits Rydz for (12 flat reduction), 99 lightning (99 total damage).
Rydz hits Urkis, the High Tempest for 0 lightning damage.
Rydz hits Gwelgoroth for 0 lightning damage.
Rydz casts Rune: Blink.
Rydz is out of phase.
Urkis, the High Tempest casts Shock.
Rydz speeds up.
Hurricane from Urkis, the High Tempest hits Rydz for (12 flat reduction), 61 lightning (62 total damage).
Urkis, the High Tempest's Shock hits Rydz for (12 flat reduction), 146 lightning (146 total damage).
Rydz the level 22 cornac brawler was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.