Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Embers of Rage 1.4.4Official 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:
Ashes of Urh'Rok 1.4.0Official 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:
Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Ogre |
Class | Doombringer |
Level / Exp | 17 / 94% |
Size | big |
Lifes / Deaths | Killed by Vein the shalore at level 12 on the 4th Haze 122nd year of Ascendancy at 16:42 1 / 5Killed by Velemira the ghast at level 16 on the 23rd Regrowth 123rd year of Ascendancy at 23:40 Killed by snow giant boulder thrower at level 16 on the 24th Regrowth 123rd year of Ascendancy at 20:49 Killed by venom wyrm at level 17 on the 39th Regrowth 123rd year of Ascendancy at 01:46 Killed by Bushel at level 17 on the 39th Regrowth 123rd year of Ascendancy at 01:51 |
Primary Stats
Strength | 42 (base 35) |
Dexterity | 19 (base 10) |
Constitution | 27 (base 16) |
Magic | 38 (base 33) |
Willpower | 20 (base 15) |
Cunning | 24 (base 11) |
Resources
Life | 530/530 |
Stamina | 173/173 |
Vim | 161/161 |
Healing Factor | 1.3 |
Regeneration | 6.0678110694309 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
Offense: Mainhand
Damage | 56 |
Accuracy | 29 |
Crit Chance | 24% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 36.73 (48.103448275862%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 19 |
Physical Save | 35 |
Spell Save | 31 |
Mental Save | 28 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 15% |
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 5% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 238 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 13% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 445% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Corruption / Torture | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Oppression | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 2/5 |
Effects
talent | Horrifying Blows |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by Veluldanne the brown bear. Escort: repented thief (level 3 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength by +2. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | pair of voratun boots 'Ravenwell' (0 def, 5 armour) pair of voratun boots 'Ravenwell' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 temporal Changes stats: +3 Cun / +3 Con Changes resistances: +13% lightning / +8% temporal / +3% darkness / +12% fire / +8% cold Changes resistances penetration: +20% darkness Physical save: +19 (+8 eff.) Mental save: +21 (+10 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Barahad BarahadCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +1 Confusion immunity: +5% Stun/Freeze immunity: +15% Life regen: +0.60 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | miner's dwarven-steel helm of dexterity (+5) (0 def, 6 armour) miner's dwarven-steel helm of dexterity (+5) (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +5 Dex Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | psionic dwarven-steel torque of kinetic psionic shield [power 67] (20 cooldown) psionic dwarven-steel torque of kinetic psionic shield [power 67] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Psi each turn: +0.21 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 67 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Rings can have magical properties. |
On fingers | Morningwell MorningwellInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +10% light / +5% mind Changes damage: +3% mind Physical save: +8 (+4 eff.) Light radius: +2 Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Islyldavena the Nightglory (20.5-32.8 power, 2 apr) Islyldavena the Nightglory (20.5-32.8 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 20.5 - 32.8 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +14 cold When wielded/worn: Armour penetration: +9 Physical crit. chance: +10.0% Physical power: +7 (+2 eff.) Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 4 lightning Changes resistances penetration: +10% physical Changes damage: +12% darkness / +10% physical Massive two-handed swords. |
On hands | sand rough leather gloves of strength (+2) (0 def, 7 armour) sand rough leather gloves of strength (+2) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +2 Str Changes damage: +3% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | dwarven-steel mail armour 'Brighttooth' (3 def, 16 armour) dwarven-steel mail armour 'Brighttooth' (3 def, 16 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+3 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes damage: +6% nature Light radius: +2 A suit of armour made of mail. |
Cloak | spellcowled linen cloak of mindcraft (1 def, 0 armour) spellcowled linen cloak of mindcraft (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +4 Wil / +2 Cun Spell save: +6 (+3 eff.) Maximum mana: +41.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's steel amulet of soulsearing wanderer's steel amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +4 Cun / +4 Con Changes damage: +7% blight / +5% fire Critical mult.: +10.00% Life regen: +0.40 Stamina each turn: +0.40 Spellpower: +7 (+3 eff.) Movement speed: +10% Amulets can have magical properties. |
Inventory
adaptation infusion of the warrior (cure 2 afflictions; duration 16, 23% resist, 38% recovery) adaptation infusion of the warrior (cure 2 afflictions; duration 16, 23% resist, 38% recovery)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to adapt your body, curing yourself of up to 2 poisons or diseases. For 16 turns, you gain water breathing, 23% fire and cold resistance, and have a 38% chance each turn to lower the duration of each hostile poison, disease, fire or cold effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 5; power 16; dur 4)phase door rune (range 5; power 16; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
This item will automatically be transmogrified when you leave the level. Runurahor the dwarven-steel longsword (21-29.4 power, 4 apr)Runurahor the dwarven-steel longsword (21-29.4 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +9 temporal When wielded/worn: Damage when hit (Melee): 9 temporal Changes resistances: +12% nature / +8% temporal Silence immunity: +5% Mental crit. chance: +1% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. vined mindstar (5.5-6.05 power, 18 apr, nature damage)vined mindstar (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. Giwyn the Thundertouch (2 def, 0 armour)Giwyn the Thundertouch (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +2 (+2 eff.) Fatigue: -4% Effects on melee hit: * 15% chance to daze Changes resistances: +5% arcane / +6% lightning Changes damage: +3% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of rushing (0 def, 4 armour)pair of dwarven-steel boots of rushing (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. grounding dwarven-steel helm of constitution (+2) (0 def, 4 armour)grounding dwarven-steel helm of constitution (+2) (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Con Changes resistances: +7% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm (0 def, 3 armour) grounding iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. hardened leather cap 'Betiminn' (0 def, 3 armour)hardened leather cap 'Betiminn' (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 acid Changes stats: +5 Cun Changes resistances: +8% blight / +8% darkness Spell save: +8 (+4 eff.) Mental save: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
168 alchemist agate 168 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
crystalomancer's iron pickaxe (dig speed 38 turns) crystalomancer's iron pickaxe (dig speed 38 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Maximum mana: +21.00 Spell crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 malachite 5 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+12 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+12 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 carnelian 3 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
This item will automatically be transmogrified when you leave the level. icy pouch of steel shots of crippling (21/21, 18.5-22.2 power, 2 apr)icy pouch of steel shots of crippling (21/21, 18.5-22.2 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.5 - 22.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +10.5% Capacity: 21 On weapon crit: * cripple the target Damage (Ranged): +5 cold Shots are used with slings to pummel your foes to death. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
Adunor the steel torque of thermal psionic shield [power 61] (28 cooldown) Adunor the steel torque of thermal psionic shield [power 61] (28 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Wil Reduces incoming crit damage: 10.00% See invisible: +3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 61 for 7 turns, putting all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bushel the Ogre Doombringer level 12
17th Haze 122nd year of Ascendancy at 07:57 see stats
By Bushel the Ogre Doombringer level 17
25th Regrowth 123rd year of Ascendancy at 22:22 see stats
By Bushel the Ogre Doombringer level 5
76th Pyre 122nd year of Ascendancy at 11:29 see stats
By Bushel the Ogre Doombringer level 10
30th Dusk 122nd year of Ascendancy at 14:54 see stats
By Bushel the Ogre Doombringer level 12
44th Dusk 122nd year of Ascendancy at 13:34 see stats
By Bushel the Ogre Doombringer level 7
79th Pyre 122nd year of Ascendancy at 01:22 see stats
By Bushel the Ogre Doombringer level 16
23rd Regrowth 123rd year of Ascendancy at 23:07 see stats
By Bushel the Ogre Doombringer level 14
32nd Haze 122nd year of Ascendancy at 17:46 see stats
By Bushel the Ogre Doombringer level 7
1st Mirth 122nd year of Ascendancy at 12:53 see stats
By Bushel the Ogre Doombringer level 14
32nd Haze 122nd year of Ascendancy at 16:30 see stats
By Bushel the Ogre Doombringer level 15
43rd Haze 122nd year of Ascendancy at 18:49 see stats
Log
You collect a new ingredient: wretchling eyeball (1).
Bushel hits Wretchling for 102 fire damage.
Bushel hits Venom drake hatchling for 4 lightning, 9 temporal, 4 light, 110 fire (128 total damage).
Venom wyrm's corrosive acid area effect hits Bushel for (36 absorbed), 17 acid (17 total damage).
Venom wyrm's corrosive acid area effect hits Venom drake hatchling for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Worm that walks for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Venom wyrm for 0 acid damage.
Venom wyrm's corrosive acid area effect hits Wretchling for 0 acid damage.
Venom drake hatchling hits Bushel for (29 absorbed), 0 physical (0 total damage).
Bushel killed Venom drake hatchling!
Bushel killed Wretchling!
Talent Burning Sacrifice is ready to use.
Talent Incinerating Blows is ready to use.
You pickup 0.70 gold pieces.
You pickup 0.70 gold pieces.
Venom wyrm breathes acid!
Venom wyrm hits Bushel for 286 acid damage.
Bushel the level 17 ogre doombringer was melted to death by a venom wyrm on level 1 of Dreadfell.
You have 1 life(s) left.
Bushel has shook off the effects of their corrosion.
Bushel deactivates Horrifying Blows.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Venom wyrm killed Bushel!
Bushel activates Horrifying Blows.
Saving done.
Saving game...