Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Improved Auto-explore and Rest 1.3.1Quality 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. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 14 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by dredge at level 14 on the 22nd Haze 122nd year of Ascendancy at 22:17 / 1 |
Primary Stats
| Strength | 19 (base 15) |
| Dexterity | 40 (base 34) |
| Constitution | 18 (base 10) |
| Magic | 27 (base 18) |
| Willpower | 26 (base 10) |
| Cunning | 47 (base 24) |
Resources
| Life | -11/314 |
| Mana | 160/278 |
| Stamina | 49/164 |
| Healing Factor | 1.11 |
| Regeneration | 0.2775 |
Speed
| Mental | +3.0165363095713% |
| Attack | 0% |
| Movement | +12.5% |
| Spell | +3.0165363095713% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 39 |
| Crit Chance | 37% |
| APR | 20 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 39 |
| Crit Chance | 30% |
| APR | 16 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 28.636104619885 |
| Crit Chance | 19% |
| Speed | 0.97071794085072 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 26.75 |
| Ranged Defense | 26.75 |
| Fatigue | 0 |
| Physical Save | 25.475 |
| Spell Save | 18.55 |
| Mental Save | 29.275 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| 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 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 4/5 |
Effects
| talent | Chant of Fortress |
| talent | Shadow Feed |
| talent | Shadow Combat |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The target is wasting away, taking 13.38 temporal damage per turn. Wasting |
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 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 lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +2. | 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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * '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 vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed warg claw. 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 snow giant kidney. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. | 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 within | done |
Equipment
| On feet | [vs. The Black Boots (2 def, 1 armour) (On feet)] The Black Boots (2 def, 1 armour)The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Fatigue: +2% (-) Changes stats: +4(-) Cun Stealth bonus: +10 (-) Movement speed: +12% (-) Shadow Power: +5 (-) Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | [vs. brass lantern 'Pitchraider' (Light source)] brass lantern 'Pitchraider'brass lantern 'Pitchraider' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 0(-15) item darkness numbing Changes resistances: +6%(-) darkness Physical save: +6 (+3 eff.) (-) Light radius: +2 (-) Healing mod.: +11% (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. iron helm of the bounder (0 def, 3 armour) (On head)] iron helm of the bounder (0 def, 3 armour)iron helm of the bounder (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +6(-) Str / +5(-) Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) These gloves are coated with a thick, green liquid. |
| Tool | [vs. Telekinetic Core (Tool)] Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) (-) Changes stats: +5(-) Wil Changes resistances: +5%(-) physical Changes damage: +6%(-) physical Physical save: +12 (+7 eff.) (-) Mindpower: +3 (+2 eff.) (-) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 52 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | [vs. Nightsong (On fingers, 1 of 2)] NightsongNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) (-) Fatigue: -7% (-) Changes stats: +6(-) Cun Changes damage: +5%(-) physical Talents cooldown: Shadowstep (-1(-) turn) Mental save: +13 (+6 eff.) (-) Maximum stamina: +25.00 (-) It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 19 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
| On fingers | [vs. Nightsong (On fingers, 1 of 2)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Changes stats: +4 Wil / +0(-6) Cun / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +0%(-5%) physical / +15% cold Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Maximum mana: +20.00 Maximum stamina: +20.00 (-5.00) 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 12.70 cold and 12.26 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
| Around neck | [vs. copper amulet of constitution (+2) (Around neck)] copper amulet of constitution (+2)copper amulet of constitution (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Con Amulets can have magical properties. |
| In main hand | [vs. Spellblaze Shard (120% power, 10 apr) (In main hand, 1 of 3)] Spellblaze Shard (120% power, 10 apr)Spellblaze Shard (120% power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-) Physical crit. chance: +12.0% (-) Attack speed: 100% (-) Lifesteal (this weapon only): +6% (-) Damage (Melee): +10(-) blight / +10(-) fire burn Burst (radius 2) on crit: +20(-) infective blight / +20(-) fire When wielded/worn: Changes stats: +5(-) Mag Changes resistances: +10%(-) blight / +10%(-) fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | [vs. Spellblaze Shard (120% power, 10 apr) (In main hand, 1 of 3)] flaming steel dagger of massacre (113% power, 6 apr)flaming steel dagger of massacre (113% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 113% (-7%) Range: 1.3x (+0.0x) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-4) Physical crit. chance: +5.0% (-7.0%) Attack speed: 100% (-) Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +0(-10) blight / +0(-10) fire burn Burst (radius 1) on hit: +5 fire Burst (radius 2) on crit: +0(-20) infective blight / +0(-20) fire When wielded/worn: Changes stats: +0(-5) Mag Changes resistances: +0%(-10%) blight / +0%(-10%) fire Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. resilient linen cloak of battle (1 def, 0 armour) (Cloak)] resilient linen cloak of battle (1 def, 0 armour)resilient linen cloak of battle (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% (-) Physical power: +1 (+0 eff.) (-) Defense: +1 (+0 eff.) (-) Fatigue: -3% (-) Maximum life: +30.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. The Untouchable (14 def, 12 armour) (Main armor)] The Untouchable (14 def, 12 armour)The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 (-) Armour: +12 (-) Defense: +14 (+7 eff.) (-) Changes stats: +8(-) Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion (10 nature damage, 27% healing reduction)insidious poison infusion (10 nature damage, 27% healing reduction) 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: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 10.50 nature damage per turn for 7 turns, and reducing the target's healing received by 27%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. Nightsong (On fingers, 1 of 2)] psionicist's steel ring of nature (+24%)psionicist's steel ring of nature (+24%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun / +2 Wil Changes resistances: +24% nature Changes damage: +12% nature / +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +4 (+2 eff.) (-9 (-4 eff.)) Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)] savage's steel ringsavage's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun / +2 Con Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Spell save: +11 (+6 eff.) Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Maximum stamina: +13.00 (-12.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)] warrior's gold ring of claritywarrior's gold ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +0% (+7%) Changes stats: +3 Str / +0(-6) Cun Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +6 (+3 eff.) (-7 (-4 eff.)) Confusion immunity: +22% Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Spellblaze Shard (120% power, 10 apr) (In main hand, 1 of 3)] iron dagger of massacre (111% power, 5 apr)iron dagger of massacre (111% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 111% (-9%) Range: 1.3x (+0.0x) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-5) Physical crit. chance: +4.0% (-8.0%) Attack speed: 100% (-) Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +0(-10) blight / +0(-10) fire burn Burst (radius 2) on crit: +0(-20) infective blight / +0(-20) fire When wielded/worn: Changes stats: +0(-5) Mag Changes resistances: +0%(-10%) blight / +0%(-10%) fire Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Spellblaze Shard (120% power, 10 apr) (In main hand, 1 of 2)] Spectral Blade (127% power, 25 apr)Spectral Blade (127% power, 25 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% (+7%) Range: 1.6x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 (+15) Physical crit. chance: +3.0% (-9.0%) Attack speed: 111% (+11%) Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +0(-10) blight / +0(-10) fire burn / +10 arcane Burst (radius 2) on crit: +30 arcane silence / +0(-20) fire / +0(-20) infective blight When wielded/worn: Changes stats: +0(-5) Mag Changes resistances: +0%(-10%) blight / +0%(-10%) fire Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. Tap to cycle through comparison choices |
[vs. Spellblaze Shard (120% power, 10 apr) (In main hand, 1 of 2)] steel greatsword of crippling (130% power, 2 apr)This item will automatically be transmogrified when you leave the level. steel greatsword of crippling (130% 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. Power: 131% (+10%) Range: 1.6x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-8) Physical crit. chance: +3.0% (-9.0%) Attack speed: 100% (-) On weapon crit: + cripple the target Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +0(-10) blight / +0(-10) fire burn Burst (radius 2) on crit: +0(-20) infective blight / +0(-20) fire When wielded/worn: Physical crit. chance: +9.0% Changes stats: +0(-5) Mag Changes resistances: +0%(-10%) blight / +0%(-10%) fire Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Spellblaze Shard (120% power, 10 apr) (In main hand, 1 of 2)] ash longbowThis item will automatically be transmogrified when you leave the level. ash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-10) Physical crit. chance: +0.0% (-12.0%) Attack speed: 125% (+25%) Firing range: +7 Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +0(-10) blight / +0(-10) fire burn Burst (radius 2) on crit: +0(-20) infective blight / +0(-20) fire When wielded/worn: Changes stats: +0(-5) Mag Changes resistances: +0%(-10%) blight / +0%(-10%) fire Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. Spellblaze Shard (120% power, 10 apr) (In main hand, 1 of 2)] steel mace of paradox (109% power, 3 apr)This item will automatically be transmogrified when you leave the level. steel mace of paradox (109% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 109% (-12%) Range: 1.4x (+0.1x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-7) Physical crit. chance: +1.0% (-11.0%) Attack speed: 100% (-) Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +0(-10) blight / +6 temporal / +0(-10) fire burn Burst (radius 2) on crit: +0(-20) infective blight / +0(-20) fire When wielded/worn: Damage when hit (Melee): 7 temporal Changes stats: +0(-5) Mag Changes resistances: +0%(-10%) blight / +5% temporal / +0%(-10%) fire Blunt and deadly. Tap to cycle through comparison choices |
[vs. Mighty Girdle (Around waist)] BelulrawynThis item will automatically be transmogrified when you leave the level. Belulrawyn Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +0 (-4) Changes damage: +9% temporal Maximum encumbrance: +0 (-70) Physical save: +8 (+4 eff.) Knockback immunity: +0% (-40%) Maximum hate: +6.00 Mindpower: +6 (+3 eff.) A belt that goes around your waist. |
[vs. Mighty Girdle (Around waist)] ShadeobsidianThis item will automatically be transmogrified when you leave the level. Shadeobsidian Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +0 (-4) Effects on melee hit: * 30% chance to blind Changes resistances: +7% lightning / +7% temporal / +3% light Changes damage: +9% darkness Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) A belt that goes around your waist. |
[vs. resilient linen cloak of battle (1 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: Physical crit. chance: +0.0% (-1.0%) Physical power: +0 (+0 eff.) (-1 (+0 eff.)) Defense: +1 (+0 eff.) (-) Fatigue: +0% (+3%) Maximum life: +0.00 (-30.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. resilient linen cloak of battle (1 def, 0 armour) (Cloak)] regal linen cloak (1 def, 0 armour)This item will automatically be transmogrified when you leave the level. regal linen cloak (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-1.0%) Physical power: +0 (+0 eff.) (-1 (+0 eff.)) Defense: +1 (+0 eff.) (-) Fatigue: +0% (+3%) Changes stats: +3 Wil Mental save: +6 (+3 eff.) Maximum life: +0.00 (-30.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)] Camedoleg the Jetflash (2 def, 0 armour)Camedoleg the Jetflash (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +0 (-10) Armour: +0 (-12) Defense: +2 (+1 eff.) (-12 (-6 eff.)) Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +5 Mag / +5 Wil / +0(-8) Cun Changes resistances: +3% acid Changes resistances penetration: +5% acid Changes damage: +3% darkness Mana each turn: +0.21 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)] Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag / +0(-4) Wil / +0(-4) Cun Changes resistances: +8% temporal / +8% darkness / +0%(-10%) nature Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% temporal / +8% darkness / +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)] brawler's rough leather gloves (0 def, 1 armour)brawler's rough leather gloves (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +3 Dex / +0(-4) Wil / +2(-2) Cun Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+3 eff.) Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. iron helm of the bounder (0 def, 3 armour) (On head)] Layatta (0 def, 3 armour)Layatta (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +0(-6) Str / +0(-5) Dex / +1 Wil / +1 Cun / +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. iron helm of the bounder (0 def, 3 armour) (On head)] Quasit's Skull (0 def, 12 armour)Quasit's Skull (0 def, 12 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (+9) Armour Hardiness: +5% Fatigue: +5% (-) Changes stats: +0(-6) Str / +0(-5) Dex / +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
[vs. iron helm of the bounder (0 def, 3 armour) (On head)] miner's iron helm of dexterity (+3) (0 def, 4 armour)miner's iron helm of dexterity (+3) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 (+1) Fatigue: +5% (-) Changes stats: +0(-6) Str / +3(-2) Dex Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)] radiant steel mail armour of the deep (2 def, 8 armour)radiant steel mail armour of the deep (2 def, 8 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +0 (-10) Armour: +8 (-4) Defense: +2 (+1 eff.) (-12 (-6 eff.)) Fatigue: +14% Damage when hit (Melee): 5 light Changes stats: +0(-8) Cun / +2 Wil Changes resistances: +5% acid / +7% cold / +16% darkness / +12% blight Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)] Skin of Many (12 def, 6 armour)Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +0 (-10) Armour: +6 (-6) Defense: +12 (+6 eff.) (-2 (-1 eff.)) Fatigue: +7% Changes stats: +0(-8) Cun / +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows (18/18, 140% power, 10 apr)quiver of yew arrows (18/18, 140% power, 10 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 140% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 18 Arrows are used with bows to pierce your foes to death. |
4 agate 4 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. |
aquamarine 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. |
[vs. Telekinetic Core (Tool)] iron pickaxe of endurance (dig speed 36 turns)iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: -4% Changes stats: +3 Str / +0(-5) Wil Changes resistances: +0%(-5%) physical Changes damage: +0%(-6%) physical Physical save: +0 (+0 eff.) (-12 (-7 eff.)) Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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'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. |
amethyst 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. |
6 ametrine 6 ametrine0.00 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. |
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. |
5 zircon 5 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
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By lesbotron the Shalore Shadowblade level 10
19th Dusk 122nd year of Ascendancy at 22:23 see stats
Fast Curse Dispel (Roguelike)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By lesbotron the Shalore Shadowblade level 10
19th Dusk 122nd year of Ascendancy at 22:23 see stats
Level 10 (Roguelike)
Got a character to level 10.By lesbotron the Shalore Shadowblade level 10
9th Flare 122nd year of Ascendancy at 18:34 see stats
The Arena (Roguelike)
Unlocked Arena mode.By lesbotron the Shalore Shadowblade level 8
6th Flare 122nd year of Ascendancy at 06:49 see stats
The secret city (Roguelike)
Discovered the truth about mages.By lesbotron the Shalore Shadowblade level 11
37th Dusk 122nd year of Ascendancy at 18:29 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By lesbotron the Shalore Shadowblade level 13
8th Haze 122nd year of Ascendancy at 06:04 see stats
Log
lesbotron receives 5 healing from Temporal Restoration Field.
Lesbotron casts Shadowstep.
Dredge is dazed!
Dredge is not dazed anymore.
lesbotron steals life from Dredge!
Burning from Lesbotron hits Dredge for 2 fire damage.
lesbotron hits Dredge for 110 darkness, 9 blight, 4 fire, , 10 darkness, 71 darkness, , 10 darkness, 4 fire (219 total damage).
Dredge hits lesbotron for 44 physical damage.
lesbotron hits Dredge for 3 light damage.
lesbotron receives 5 healing from Temporal Restoration Field.
Lesbotron casts Phase Door.
Select a target to teleport...
Select a teleport location...
Burning from Lesbotron hits Dredge for 2 fire damage.
lesbotron receives 5 healing from Temporal Restoration Field.
Burning from Lesbotron hits Dredge for 2 fire damage.
Dredge casts Speed Sap.
Lesbotron is wasting away!
Lesbotron slows down.
Dredge speeds up.
Dredge hits lesbotron for 15 temporal damage.
The fabric of time around lesbotron returns to normal.
Wasting from Dredge hits lesbotron for 12 temporal damage.
Lesbotron casts Teleport.
Dredge stops burning.
Saving game...
