Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Ashes of Urh'Rok 1.2.4Official Expansion!Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Items Vault 1.3.0Donators/Buyers bonus! Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Hexkin race 1.2.5Adds the Hexkin race. !!!This addon is still a work in progress!!! What's new: Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Verdant Class Pack 1.3.1Content 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 Roguelike |
| Sex | Male |
| Race | Troll |
| Class | Forge Knight |
| Level / Exp | 14 / 58% |
| Size | huge |
| Lifes / Deaths | Killed by Arigann the barrow wight at level 14 on the 17th Dusk 122nd year of Ascendancy at 01:23 / 1 |
Primary Stats
| Strength | 42 (base 24) |
| Dexterity | 34 (base 34) |
| Constitution | 40 (base 24) |
| Magic | 10 (base 10) |
| Willpower | 20 (base 12) |
| Cunning | 15 (base 10) |
Resources
| Life | -35/614 |
| Stamina | 26/212 |
| Equilibrium | 3 |
| Healing Factor | 1 |
| Regeneration | 6.5062468209576 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.7836465099% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 43 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 45 |
| Crit Chance | 9% |
| APR | 8 |
| Speed | 0.98 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 4% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 42.92 (81.030927835052%) |
| Defense | 24.2 |
| Ranged Defense | 24.2 |
| Fatigue | 25.023130715438 |
| Physical Save | 30.7875 |
| Spell Save | 21.6875 |
| Mental Save | 23.0625 |
Defense: Resistances
| All | 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 6% |
| Disarm Resistance | 12% |
| Bleed Resistance | 6% |
| Confusion Resistance | 6% |
| Fear Resistance | 100% |
| Stun Resistance | 34% |
| Instadeath Resistance | 100% |
| Blind Resistance | 6% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 153 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 247 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Technique / Armor forging | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Weapon forging | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Forge powers | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forger's endurance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Troll | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | The target ignores pain, reducing all damage taken by 15%. Pain Suppression |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Heightened Senses (+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 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&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
Various alchemists around Maj&WHITESLATE039;Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won&039; The Brotherhood of Alchemists* &039;ve lost a number of adventurers to this one, but I&039;ll be fine.&WHITESLATE039;Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITESLATE039;Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...& | 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 |
Equipment
| On feet | [vs. pair of iron boots of tirelessness (0 def, 3 armour) (On feet)] pair of iron boots of tirelessness (0 def, 3 armour)pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Stamina each turn: +0.40 (-) Maximum stamina: +11.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | [vs. Wintertide Phial (Light source)] Wintertide PhialWintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 (-) Infravision radius: +6 (-) It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects, costing 40 power out of 24/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | [vs. forged iron helm (2 def, 8 armour) (On head)] forged iron helm (2 def, 8 armour)forged iron helm (2 def, 8 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +8 (-) Defense: +2 (+1 eff.) (-) Fatigue: +5% (-) Changes stats: +3(-) Str Changes resistances: +2%(-) nature Mental save: +7 (+4 eff.) (-) Blindness immunity: +6% (-) Confusion immunity: +6% (-) Fear immunity: +6% (-) Stamina each turn: +0.35 (-) Maximum stamina: +17.00 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. iron gauntlets of strength (+3) (0 def, 1 armour) (On hands)] iron gauntlets of strength (+3) (0 def, 1 armour)iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) (-) Armour: +1 (-) Changes stats: +3(-) Str Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Prox&LAST Prox&Prox& Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. Vargh Redemption (On fingers, 1 of 2)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6(-) Con / +4(-) Wil Changes resistances: +10%(-) nature / +25%(-) cold Changes damage: +15%(-) cold Maximum mana: +20.00 (-) Maximum stamina: +20.00 (-) Maximum psi: +20.00 (-) Maximum air capacity: +50.00 (-) It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.77 cold and 11.77 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 34/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
| On fingers | [vs. Vargh Redemption (On fingers, 1 of 2)] warrior&warrior& Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str / +0(-4) Wil / +0(-6) Con Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. grounding steel amulet of constitution (+3) (Around neck)] grounding steel amulet of constitution (+3)grounding steel amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-) Con Changes resistances: +12%(-) lightning Stun/Freeze immunity: +28% (-) Amulets can have magical properties. |
| In main hand | [vs. stralite longsword &039; (32-44.8 power, 5 apr) (In main hand)] stralite longsword &039; (32-44.8 power, 5 apr)stralite longsword &039; (32-44.8 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +5 (-) Physical crit. chance: +4.5% (-) Attack speed: 100% (-) On weapon hit: * 10% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +11(-) lightning / +11(-) mind / +10(-) cold When wielded/worn: Damage when hit (Melee): 4(-) temporal Changes stats: +4(-) Cun / +6(-) Wil Changes resistances: +6%(-) nature / +3%(-) temporal Changes resistances penetration: +5%(-) temporal Sharp, long, and deadly. |
| Around waist | [vs. grounding rough leather belt of the giants (Around waist)] grounding rough leather belt of the giantsgrounding rough leather belt of the giants Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) (-) Changes resistances: +6%(-) lightning / +6%(-) temporal Spell save: +6 (+4 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
| In off hand | [vs. stralite longsword &039; (32-44.8 power, 5 apr) (In main hand, 1 of 2)] reforged Elybrekira the Barkbringer (16.7-21.71 power, 8 apr)reforged Elybrekira the Barkbringer (16.7-21.71 power, 8 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 16.7 - 21.7(-15.3 - -23.1) Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +7 Armour Penetration: +8 (+3) Physical crit. chance: +6.0% (+1.5%) Attack speed: 102% (+2%) On weapon hit: * 0% chance to cause random gloom (-10%) * Slows global speed by 48% (+48%) + leeches stamina from the target - 25% chance for lightning to arc to a second target + 25% chance to put talents on cooldown Damage (Melee): +5(-6) lightning / +0(-10) cold / +8 nature / +6(-5) mind When wielded/worn: Damage when hit (Melee): 0(-4) temporal / 6 nature slow Changes stats: +0(-4) Cun / +0(-6) Wil Changes resistances: +0%(-3%) temporal / +3% light / +0%(-6%) nature Changes resistances penetration: +0%(-5%) temporal Changes damage: +3% nature / +4% cold Talent granted: +2 Acidic Spray It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. enveloping linen cloak of protection (7 def, 0 armour) (Cloak)] enveloping linen cloak of protection (7 def, 0 armour)enveloping linen cloak of protection (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) (-) Physical save: +5 (+2 eff.) (-) Spell save: +6 (+4 eff.) (-) Mental save: +6 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. forged iron plate armour (4 def, 14 armour) (Main armor)] forged iron plate armour (4 def, 14 armour)forged iron plate armour (4 def, 14 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +14 (-) Defense: +4 (+2 eff.) (-) Fatigue: +20% (-) Changes stats: +3(-) Str / +2(-) Con Changes resistances: +2%(-) cold Physical save: +7 (+4 eff.) (-) Cut immunity: +6% (-) Pinning immunity: +6% (-) Stun/Freeze immunity: +6% (-) Life regen: +1.05 (-) Maximum life: +36.00 (-) A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. oxygen infusion of the sneak (stamina 123 over 10 turns)oxygen infusion of the sneak (stamina 123 over 10 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 123 stamina and air over 10 turns. Its effects scale with your Cunning 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. |
[vs. grounding steel amulet of constitution (+3) (Around neck)] starlit copper amulet of strength (+2)starlit copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +0(-3) Con Changes resistances: +0%(-12%) lightning / +12% light / +11% darkness Blindness immunity: +20% Stun/Freeze immunity: +0% (-28%) Amulets can have magical properties. |
[vs. stralite longsword &039; (32-44.8 power, 5 apr) (In main hand)] insidious steel battleaxe of erosion (19.5-29.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. insidious steel battleaxe of erosion (19.5-29.25 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3(-12.5 - -15.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-3) Physical crit. chance: +5.0% (+0.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-10%) - 25% chance for lightning to arc to a second target Damage (Melee): +26 insidious poison / +10 temporal / +0(-10) cold / +0(-11) mind / +10 nature / +0(-11) lightning When wielded/worn: Damage when hit (Melee): 0(-4) temporal Changes stats: +0(-4) Cun / +0(-6) Wil Changes resistances: +0%(-6%) nature / +0%(-3%) temporal Changes resistances penetration: +0%(-5%) temporal Massive two-handed battleaxes. |
[vs. stralite longsword &039; (32-44.8 power, 5 apr) (In main hand, 1 of 2)] forged steel dagger (17.9-23.27 power, 8 apr)forged steel dagger (17.9-23.27 power, 8 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.9 - 23.3(-14.1 - -21.5) Uses stats: 49% Dex, 49% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +7 Armour Penetration: +8 (+3) Physical crit. chance: +6.0% (+1.5%) Attack speed: 102% (+2%) On weapon hit: * 0% chance to cause random gloom (-10%) - 25% chance for lightning to arc to a second target Damage (Melee): +0(-11) lightning / +0(-10) cold / +5 nature / +0(-11) mind When wielded/worn: Damage when hit (Melee): 0(-4) temporal Changes stats: +1(-3) Cun / +2(-4) Wil Changes resistances: +0%(-6%) nature / +0%(-3%) temporal Changes resistances penetration: +0%(-5%) temporal Changes damage: +4% fire Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. stralite longsword &039; (32-44.8 power, 5 apr) (In main hand)] Bill&Bill& Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0(-2.0 - +6.2) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 (+2) Physical crit. chance: +1.5% (-3.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-10%) - 25% chance for lightning to arc to a second target Damage (Melee): +0(-11) lightning / +0(-11) mind / +0(-10) cold When wielded/worn: Damage when hit (Melee): 0(-4) temporal Changes stats: +0(-4) Cun / +0(-6) Wil Changes resistances: +0%(-6%) nature / +0%(-3%) temporal Changes resistances penetration: +0%(-5%) temporal It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target&ANTIQUE_WHITE |
[vs. stralite longsword &039; (32-44.8 power, 5 apr) (In main hand)] steel greatsword of crippling (23-36.8 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel greatsword of crippling (23-36.8 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8(-9.0 - -8.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-3) Physical crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-10%) - 25% chance for lightning to arc to a second target On weapon crit: + cripple the target Damage (Melee): +0(-11) lightning / +0(-11) mind / +0(-10) cold When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 0(-4) temporal Changes stats: +0(-4) Cun / +0(-6) Wil Changes resistances: +0%(-6%) nature / +0%(-3%) temporal Changes resistances penetration: +0%(-5%) temporal Massive two-handed swords. |
[vs. stralite longsword &039; (32-44.8 power, 5 apr) (In main hand)] Volcanic Slasher (15-21 power, 5 apr)Volcanic Slasher (15-21 power, 5 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 15.0 - 21.0(-17.0 - -23.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 (-) Physical crit. chance: +5.0% (+0.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-10%) - 25% chance for lightning to arc to a second target Damage (Melee): +0(-11) lightning / +0(-10) cold / +10 bleed / +0(-11) mind Burst (radius 2) on crit: +20 fire When wielded/worn: Damage when hit (Melee): 0(-4) temporal Changes stats: +0(-4) Cun / +0(-6) Wil Changes resistances: +0%(-6%) nature / +0%(-3%) temporal Changes resistances penetration: +0%(-5%) temporal Talent mastery: +0.20 Wild-gift / Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
[vs. stralite longsword &039; (32-44.8 power, 5 apr) (In main hand)] forged dwarven-steel mace (37.5-52.5 power, 6 apr)forged dwarven-steel mace (37.5-52.5 power, 6 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 37.5 - 52.5(+5.5 - +7.7) Uses stat: 110% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +6 (+1) Physical crit. chance: +2.5% (-2.0%) Attack speed: 102% (+2%) When this weapon hits: Healing Light (15% chance level 2). On weapon hit: * 0% chance to cause random gloom (-10%) - 25% chance for lightning to arc to a second target Damage (Melee): +0(-11) lightning / +14 darkness / +0(-10) cold / +7 fire / +0(-11) mind Damage against: +5% Living When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 0(-4) temporal Changes stats: +1 Str / +0(-4) Cun / +0(-6) Wil Changes resistances: +0%(-6%) nature / +0%(-3%) temporal Changes resistances penetration: +0%(-5%) temporal Changes damage: +5% lightning / +3% nature / +5% mind Life regen: +0.60 Blunt and deadly. |
[vs. stralite longsword &039; (32-44.8 power, 5 apr) (In main hand)] Crystal Shard (16-19.2 power, 4 apr, arcane damage)This item will automatically be transmogrified when you leave the level. Crystal Shard (16-19.2 power, 4 apr, arcane damage) Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2(-16.0 - -25.6) Uses stat: 130% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-1) Physical crit. chance: +0.0% (-4.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random gloom (-10%) - 25% chance for lightning to arc to a second target Damage (Melee): +0(-11) lightning / +0(-11) mind / +0(-10) cold Damage conversion: 50% blight When wielded/worn: Damage when hit (Melee): 0(-4) temporal Changes stats: +0(-4) Cun / +0(-6) Wil Changes resistances: +10% blight / +0%(-3%) temporal / +10% arcane / +0%(-6%) nature Changes resistances penetration: +0%(-5%) temporal Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+6 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
[vs. stralite longsword &039; (32-44.8 power, 5 apr) (In main hand)] slime-covered steel waraxe of persecution (11-15.4 power, 3 apr)This item will automatically be transmogrified when you leave the level. slime-covered steel waraxe of persecution (11-15.4 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4(-21.0 - -29.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-2) Physical crit. chance: +4.0% (-0.5%) Attack speed: 100% (-) On weapon hit: * Slows global speed by 7% (+7%) * 0% chance to cause random gloom (-10%) - 25% chance for lightning to arc to a second target Damage (Melee): +0(-11) lightning / +0(-10) cold / +0(-11) mind Damage against: +9% Unnatural When wielded/worn: Damage when hit (Melee): 0(-4) temporal Changes stats: +0(-4) Cun / +1(-5) Wil Changes resistances: +0%(-6%) nature / +0%(-3%) temporal Changes resistances penetration: +0%(-5%) temporal One-handed war axes. |
[vs. grounding rough leather belt of the giants (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-1 eff.)) Changes stats: +3 Wil Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +20% blight / +20% cold / +20% nature Spell save: +0 (+0 eff.) (-6 (-4 eff.)) Healing mod.: +30% Size category: +0 (-1) A belt rumoured to have been worn by the Conclave healers. |
[vs. grounding rough leather belt of the giants (Around waist)] nightruned rough leather belt of unlifenightruned rough leather belt of unlife Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-2 (-1 eff.)) Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +6% light / +5% blight / +5% darkness Spell save: +0 (+0 eff.) (-6 (-4 eff.)) Size category: +0 (-1) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. enveloping linen cloak of protection (7 def, 0 armour) (Cloak)] linen cloak (1 def, 0 armour)This item will automatically be transmogrified when you leave the level. linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-6 (-3 eff.)) Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Spell save: +0 (+0 eff.) (-6 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. forged iron helm (2 def, 8 armour) (On head)] rough leather cap of constitution (+3) (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-7) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +1% (-4%) Changes stats: +0(-3) Str / +3 Con Changes resistances: +0%(-2%) nature Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Blindness immunity: +0% (-6%) Confusion immunity: +0% (-6%) Fear immunity: +0% (-6%) Stamina each turn: +0.00 (-0.35) Maximum stamina: +0.00 (-17.00) A cap made of leather. |
[vs. forged iron plate armour (4 def, 14 armour) (Main armor)] Thalore-Wood Cuirass (4 def, 12 armour)Thalore-Wood Cuirass (4 def, 12 armour) Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 (-2) Defense: +4 (+2 eff.) (-) Fatigue: +14% (-6%) Changes stats: +0(-3) Str / +3 Dex / +3 Wil / +3(+1) Con Changes resistances: +18%(+16%) cold / +18% darkness / +18% nature Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Cut immunity: +0% (-6%) Pinning immunity: +0% (-6%) Stun/Freeze immunity: +0% (-6%) Life regen: +0.00 (-1.05) Maximum life: +0.00 (-36.00) Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
[vs. reforged Elybrekira the Barkbringer (16.7-21.71 power, 8 apr) (In off hand)] shocking steel shield of resilience (6 def, 2 armour, 13.5-16.2 power, 36.5 block)This item will automatically be transmogrified when you leave the level. shocking steel shield of resilience (6 def, 2 armour, 13.5-16.2 power, 36.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Accuracy: +0 (-7) Armour Penetration: +0 (-8) Physical crit. chance: +0.0% (-6.0%) Attack speed: inf% (inf%) On weapon hit: * Slows global speed by 0% (-48%) - leeches stamina from the target - 25% chance to put talents on cooldown Damage (Melee): +0(-5) lightning / +0(-6) mind / +0(-8) nature When used to attack (with talents): Base power: 13.5 - 16.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +36 On weapon hit: * 15% chance to daze (+15%) When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 12 lightning / 0(-6) nature slow Changes resistances: +0%(-3%) light Changes damage: +0%(-3%) nature / +0%(-4%) cold Talents granted: +2 Block +0(+-2) Acidic Spray Maximum life: +40.00 Handheld deflection devices. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
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. |
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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By ThreeBelowZero the Troll Forge Knight level 13
15th Dusk 122nd year of Ascendancy at 03:10 see stats
Level 10 (Roguelike)
Got a character to level 10.By ThreeBelowZero the Troll Forge Knight level 10
2nd Summertide 122nd year of Ascendancy at 01:35 see stats
The Arena (Roguelike)
Unlocked Arena mode.By ThreeBelowZero the Troll Forge Knight level 10
3rd Summertide 122nd year of Ascendancy at 02:39 see stats
Log
Burning from Skeleton mage hits ThreeBelowZero for 30 fire damage.
ThreeBelowZero uses Infusion: Wild.
ThreeBelowZero stops burning.
ThreeBelowZero is cured!
ThreeBelowZero lessens the pain.
ThreeBelowZero uses Heroic Spin.
ThreeBelowZero performs a melee critical strike against Skeleton master archer!
Arigann the barrow wight casts Lightning.
Arigann the barrow wight hits ThreeBelowZero for 85 lightning damage.
ThreeBelowZero hits Skeleton mage for 154 physical damage.
ThreeBelowZero hits Arigann the barrow wight for 11 lightning damage.
ThreeBelowZero hits Skeleton master archer for 131 physical damage.
ThreeBelowZero killed Skeleton master archer!
ThreeBelowZero killed Skeleton mage!
Arigann the barrow wight casts Mind Disruption.
ThreeBelowZero resists!
Arigann the barrow wight resists the mind attack!
Arigann the barrow wight resists the mind attack!
Arigann the barrow wight resists the mind attack!
Arigann the barrow wight resists the mind attack!
Arigann the barrow wight slows down.
ThreeBelowZero hits Arigann the barrow wight for 50 mind, 7 lightning, , 6 mind, 2 cold, 21 mind, 3 lightning, 3 mind, 8 nature, (slow 48%) (98 total damage).
ThreeBelowZero speeds up.
Talent Rune: Shielding is ready to use.
ThreeBelowZero&ORCHIDLASTLAST
