











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Delete Alternate Sandworm Lair 1.6.6Deletes alt SWL from the game. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Temporal Bunnies 1.7.3Makes temporal hounds into temporal bunnies. (Swaps their sprites from dogs to bunnies, no actual mechanical changes are made to the tree or talents in it) Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Achieve in Obscurity 1.7.4Allows disabling of achievement notifications in global chat. Code shamelessly stolen from minmay's QuickTome QoL Changes addon. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Thalore |
Class | Shadowblade |
Level / Exp | 33 / 40% |
Size | medium |
Lifes / Deaths | Killed by Bethewen the dragon turtle at level 33 on the 78th Haze 122nd year of Ascendancy at 18:06 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 55 (base 40) |
Constitution | 15 (base 10) |
Magic | 79 (base 60) |
Willpower | 18 (base 10) |
Cunning | 52 (base 38) |
Resources
Life | -175/783 |
Mana | 232/332 |
Stamina | 189/229 |
Healing Factor | 1.1960311219417 |
Regeneration | 5.0831322682534 |
Speed
Mental | +3.5083047578155E-12% |
Attack | 0% |
Movement | 0% |
Spell | +3.5083047578155E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 45.182604915697 |
See Invisible | 48.182604915697 |
Offense: Mainhand
Damage | 142 |
Accuracy | 61 |
Crit Chance | 35% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 92 |
Accuracy | 61 |
Crit Chance | 33% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 14% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +23% |
Arcane | +42% |
Cold | +24% |
All | +12% |
Light | +18% |
Temporal | +18% |
Physical | +18% |
Fire | +27% |
Nature | +18% |
Offense: Damage Penetration
Blight | +5% |
Physical | +30% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 24 (35.65183292883%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 39 |
Mental Save | 35 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 40%( 70%) |
All | + 21%( 70%) |
Lightning | + 43%( 70%) |
Temporal | + 32%( 70%) |
Physical | + 25%( 70%) |
Fire | + 33%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Silence Resistance | 50% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Stun Resistance | 86% |
Poison Resistance | 24% |
Blind Resistance | 38% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 495 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 538% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Dual techniques | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Glorytha the ghoul. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Adariama the carrion worm mass. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by Xosevea the storm wyrm. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
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 gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 fire dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed sandworm tooth. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed chunk of ghoul flesh. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * '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 vampire lord fang. | 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+2 eff.) Changes resistances: +6% fire / +6% cold Changes resistances penetration: +5% fire Changes damage: +6% fire Life regen: +4.00 Maximum life: +80.00 A pair of boots made of leather. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun Critical mult.: +15.00% Spell save: +6 (+2 eff.) Mental save: +12 (+6 eff.) Blindness immunity: +38% Confusion immunity: +20% Maximum psi: +30.00 Spellpower: +20 (+5 eff.) Light radius: +8 See stealth: +11 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 4.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +9 Defense: +5 (+1 eff.) Fatigue: +3% Changes resistances: +18% acid / +4% all Changes resistances penetration: +10% physical Changes damage: +6% light Physical save: +5 (+2 eff.) Only die when reaching: -80.00 life A cap made of leather. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 acid Changes stats: +2 Dex Changes resistances: +6% acid / +3% nature Changes resistances penetration: +20% physical Changes damage: +8% acid / +6% nature Critical mult.: +20.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +12% temporal Changes damage: +30% arcane / +12% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 301 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +6 Cun / +6 Dex Stun/Freeze immunity: +30% Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% nature / +10% blight Poison immunity: +24% Disease immunity: +11% Stun/Freeze immunity: +30% Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 29 Changes stats: +2 Con Changes resistances: +12% lightning / +6% physical Changes resistances penetration: +5% blight Changes damage: +9% fire Stun/Freeze immunity: +26% Stamina each turn: +0.50 Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 146% Range: 1.3x Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 Sharp, short and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +2 Defense: +45 (+11 eff.) Changes stats: +4 Dex Changes resistances: +6% lightning Changes damage: +6% physical / +6% temporal Critical mult.: +10.00% Stealth bonus: +8 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 nature When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Changes resistances: +3% temporal / +9% cold Changes damage: +3% acid Only die when reaching: -80.00 life Healing mod.: +15% Sharp, short and deadly. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +22 (+6 eff.) Defense: +1 (+0 eff.) Fatigue: -4% Changes stats: +2 Str / +1 Wil / +2 Con Physical save: +9 (+4 eff.) Maximum life: +42.00 Maximum stamina: +13.00 Maximum hate: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+7 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 3 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Starnight (139% power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 20% chance to slow global speed by 44% When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +12 Str / +10 Dex / +9 Mag / +9 Wil / +10 Cun / +9 Con Changes resistances: +12% nature Changes resistances penetration: +10% light Changes damage: +15% light Light radius: +3 Massive two-handed battleaxes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Changes stats: +5 Cun / +5 Wil Changes resistances: +3% lightning / +6% nature Changes resistances penetration: +25% blight Damage against: +26% Summoned Reduced damage from: +26% Summoned Reduces incoming crit damage: 10.00% Teleport immunity: +20% Maximum life: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
![]() marshal's cashmere cloak of implacability (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Str / +3 Con Physical save: +11 (+5 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects when hit in melee: * 7% chance to slow global speed by 44% * 5 arcane resource burn Changes stats: +3 Dex / +9 Con Changes resistances: +13% all Changes resistances penetration: +12% darkness / +12% physical Changes damage: +17% physical / +21% darkness / +21% nature Critical mult.: +10.00% Physical save: +15 (+7 eff.) Poison immunity: +33% Disease immunity: +44% Maximum stamina: +10.00 Maximum hate: +11.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+7 eff.) Life regen: +0.20 Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects when hit in melee: * 6% chance to slow global speed by 44% * 7 arcane resource burn Changes stats: +9 Cun Changes resistances: +11% blight / +13% all Changes resistances penetration: +10% mind Changes damage: +15% mind / +3% light Critical mult.: +10.00% Life regen: +3.20 Psi each turn: +0.41 Equilibrium when hit: +0.08 Maximum life: +72.00 Maximum psi: +21.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +2% Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() traveler's pair of dwarven-steel boots of force (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Fatigue: -3% Maximum encumbrance: +21 Physical save: +7 (+3 eff.) Spellpower: +2 (+0 eff.) Mindpower: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Damage when hit (Melee): 6 fire Changes stats: +2 Str Changes resistances: +3% fire / +6% mind / +9% cold Changes damage: +12% mind / +3% fire Physical save: +9 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+4 eff.) Maximum life: +59.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 Activation costs 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. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By Theodore J Kaczynski the Thalore Shadowblade level 29
47th Haze 122nd year of Ascendancy at 02:17 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 16
66th Dusk 122nd year of Ascendancy at 16:54 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 16
54th Dusk 122nd year of Ascendancy at 16:00 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 31
63rd Haze 122nd year of Ascendancy at 08:05 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 22
29th Haze 122nd year of Ascendancy at 17:16 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 33
74th Haze 122nd year of Ascendancy at 22:49 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 10
1st Summertide 122nd year of Ascendancy at 09:36 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 20
3rd Haze 122nd year of Ascendancy at 20:01 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 30
61st Haze 122nd year of Ascendancy at 10:37 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 29
59th Haze 122nd year of Ascendancy at 13:34 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 31
63rd Haze 122nd year of Ascendancy at 00:56 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 7
3rd Mirth 122nd year of Ascendancy at 01:39 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 14
28th Dusk 122nd year of Ascendancy at 20:05 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 23
31st Haze 122nd year of Ascendancy at 06:52 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 17
67th Dusk 122nd year of Ascendancy at 05:07 see stats
By Theodore J Kaczynski the Thalore Shadowblade level 27
41st Haze 122nd year of Ascendancy at 22:57 see stats
Log
Theodore J Kaczynski picks up (v.): alchemist's lamp.
Squid misses Theodore J Kaczynski.
Theodore J Kaczynski performs a melee critical strike against Squid!
You collect a new ingredient: vial of squid ink (1).
Theodore J Kaczynski performs a melee critical strike against Squid!
Theodore J Kaczynski hits Squid for 436 physical damage.
Theodore J Kaczynski killed Squid!
Resting starts...
Theodore J Kaczynski's morale has been lowered.
Theodore J Kaczynski is in a deep sleep.
Something hits Theodore J Kaczynski for (125 ignored), 0 physical (0 total damage).
Rested for 2 turns (stop reason: taken damage).
Theodore J Kaczynski is recovering from the damage!
Theodore J Kaczynski's fades into the shadows.
Bethewen the dragon turtle strikes Theodore J Kaczynski with hidden blades!
Greater Weapon Focus from Bethewen the dragon turtle performs a melee critical strike against Theodore J Kaczynski!
Bethewen the dragon turtle's Fan of Knives hits Theodore J Kaczynski for 98 physical damage.
Bethewen the dragon turtle's Fan of Knives hits Theodore J Kaczynski for 97 physical damage.
Bethewen the dragon turtle's Fan of Knives hits Theodore J Kaczynski for (28 parried), 84 physical (84 total damage).
Bethewen the dragon turtle hits Theodore J Kaczynski for 73 physical damage.
Greater Weapon Focus from Bethewen the dragon turtle hits Theodore J Kaczynski for (28 parried), 81 physical, 89 physical, 169 physical (339 total damage).
Bethewen the dragon turtle's Fan of Knives hits Theodore J Kaczynski for 98 physical damage.
Phantasmal Shield hits Bethewen the dragon turtle for 75 light damage.
Melee retaliation hits Bethewen the dragon turtle for 23 arcane, 23 arcane, 23 arcane, 23 arcane, 23 arcane, 23 arcane, 23 arcane, 23 arcane (187 total damage).
Theodore J Kaczynski the level 33 thalore shadowblade was bled to death by Bethewen the dragon turtle on level 2 of Lake of Nur.
Theodore J Kaczynski is no longer sleeping.
Bethewen the dragon turtle prepares for the next kill!