Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 28 / 19% |
Size | small |
Lifes / Deaths | Killed by roguee at level 20 on the 49th Haze 122nd year of Ascendancy at 04:17 0 / 7Killed by Porutira the golem at level 22 on the 3rd Allure 123rd year of Ascendancy at 13:15 Killed by Porutira the golem at level 22 on the 3rd Allure 123rd year of Ascendancy at 15:14 Killed by Arivea the elven guard at level 27 on the 45th Regrowth 123rd year of Ascendancy at 23:14 Killed by Isathra the elven cultist at level 27 on the 46th Regrowth 123rd year of Ascendancy at 05:01 Killed by Zubakira the elven cultist at level 27 on the 46th Regrowth 123rd year of Ascendancy at 06:50 Killed by Isomira the elven cultist at level 28 on the 47th Regrowth 123rd year of Ascendancy at 17:21 |
Primary Stats
Strength | 21 (base 13) |
Dexterity | 71 (base 53) |
Constitution | 27 (base 10) |
Magic | 28 (base 10) |
Willpower | 13 (base 10) |
Cunning | 102 (base 60) |
Resources
Life | -205/639 |
Stamina | 123/188 |
Healing Factor | 1.4686945338482 |
Regeneration | 6.2419517688551 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 50.059075390138 |
See Invisible | 50.059075390138 |
Offense: Mainhand
Damage | 88 |
Accuracy | 60 |
Crit Chance | 54% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 60 |
Crit Chance | 51% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Physical | +16% |
Blight | +18% |
Arcane | +9% |
Nature | +19% |
All | 0% |
Offense: Damage Penetration
Acid | +22% |
Mind | +27% |
Nature | +12% |
Physical | +55% |
Cold | +27% |
All | +7% |
Defense: Base
Armour (hardiness) | 20 (57.155997060385%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 34 |
Mental Save | 40 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 25%( 70%) |
Mind | + 23%( 70%) |
All | + 15%( 70%) |
Temporal | + 38%( 70%) |
Physical | + 32%( 70%) |
Cold | + 25%( 70%) |
Fire | + 28%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 633% 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 Dexterity stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning 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. 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 warg claw. * '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 sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed orc heart. * You've found the needed vial of elder vampire blood. 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 pouch of bone giant dust. * You've found the needed giant spider spinneret. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Xanylena the pair of hardened leather boots (0 def, 3 armour) Xanylena the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Dex +11 Mag +3 Cun +7 Con dps ---------- Dmg.mod +9% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Resists +12% temporal Phys.save +15 (+5 eff.) Mind.save +16 (+5 eff.) A pair of boots made of leather. |
Quiver | Hornet Stingers (20/20, 117% power, 10 apr) Hornet Stingers (20/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Light source | Gilirab the brass lantern Gilirab the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Mag dps ---------- Dmg.mod +3% acid ----- def ----- Defense +5 (+1 eff.) Spell.save +15 (+7 eff.) Max.HP +43.00 Poison- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | linen wizard hat 'Tundrabone' (1 def, 0 armour) linen wizard hat 'Tundrabone' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +20% physical +20% cold Acc +15 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +9% cold Phys.save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
On hands | Adobeth the hardened leather gloves (0 def, 2 armour) Adobeth the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Crit.mult +20.00% Phasing +20% Acc +10 (+2 eff.) Melee Ret 4 arcane ----- def ----- Armour +2 ---------- misc Mana/s.crit +2.00 Vim/s.crit +1.00 Max.vim +40.00 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 | Relgoyon (dig speed 15 turns) Relgoyon (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +18% physical ----- def ----- Defense +5 (+1 eff.) Resists +9% mind +3% cold Phys.save +9 (+3 eff.) Die.at -20.00 life Blind- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gold ring 'Erelykalthodor' gold ring 'Erelykalthodor'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Wil +12 Cun +3 Con dps ---------- Dmg.mod +18% blight Res.pen +15% acid Melee Ret 6 acid ----- def ----- Crit.chn- 15.00% Phys.save +6 (+2 eff.) Rings make your fingers look great! |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 26.32 You won the Ring of Blood trial, and this is your reward. |
Around neck | Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +15 Fatigue +2% Resists +20% physical Crit.dmg- 10% ---------- misc Masteries +0.20 Technique/Battle tactics A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Cun, 20% Mag, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Around waist | Alegatar the hardened leather belt Alegatar the hardened leather belt1.0 T3 belt armor [Random Unique] Master/Psionic While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +16% physical Res.pen +10% physical ----- def ----- Resists +9% acid +9% fire Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Stealth +9 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
In off hand | Zubyvena the dwarven-steel dagger (120% power, 7 apr) Zubyvena the dwarven-steel dagger (120% power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 121% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +5 fire While equipped: Stats +4 Cun dps ---------- Phys.crit +8.0% Crit.mult +12.00% Res.pen +20% mind +7% all Acc +10 (+2 eff.) Apr +13 Sharp, short and deadly. |
Cloak | Rainminister the cashmere cloak (2 def, 0 armour) Rainminister the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Str +4 Dex dps ---------- Crit.mult +10.00% Res.pen +5% nature ----- def ----- Defense +2 (+1 eff.) Resists +12% nature +13% blight HP.reg +4.00 Heal.mod +13% ---------- misc Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Mayemina (0 def, 0 armour) Mayemina (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +19% nature ----- def ----- Resists +15% temporal +28% nature +11% all Mind.save +9 (+3 eff.) Heal.mod +20% Disease- +20% Confus- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 189; cd 15) healing infusion of the duelist (heal 189; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the duelist (die at -594; dur 5; cd 28) heroism infusion of the duelist (die at -594; dur 5; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -594 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1188 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 104; 12 cd) regeneration infusion of the psychic (heal 104; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 104 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Isoramina Isoramina0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +5 (+1 eff.) Resists +3% physical +20% light +3% darkness Max.HP +20.00 Cut- +10% Stun/Frz- +20% Rings make your fingers look great! |
Blazebait Blazebait0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% light Res.pen +10% nature ----- def ----- Fatigue -6% Resists +6% acid +9% light Teleport- +20% ---------- misc Max.enc +25 Rings make your fingers look great! |
Camyrak the steel ring Camyrak the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire Acc +9 (+2 eff.) Apr +7 ----- def ----- Defense +7 (+2 eff.) Resists +22% fire +9% light +3% temporal Max.HP +20.00 Disarm- +24% Pinning- +22% Knockbk- +24% Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
wizard's steel ring of lightning (+20%) =2 MAG= wizard's steel ring of lightning (+20%) =2 MAG=0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Spell.save +4 (+2 eff.) Rings make your fingers look great! |
stralite ring of luminosity stralite ring of luminosity0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Melee+ 25 light Ranged+ 21 light Dmg.mod +14% light Rings make your fingers look great! |
Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Cun, 65% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
dwarven-steel dagger of the mystic (118% power, 7 apr) =3 MAG= dwarven-steel dagger of the mystic (118% power, 7 apr) =3 MAG=1.0 T3 dagger 1H weapon [Ego] Arcane Power 118% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +7 (+3 eff.) Sharp, short and deadly. |
thought-forged pouch of iron shots of accuracy (22/22, 110% power, 1 apr) thought-forged pouch of iron shots of accuracy (22/22, 110% power, 1 apr)3.0 T1 shot ammo [Ego] Master/Psionic Power 110% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 22 Rld cld 6 Ranged+ +5 mind On Hit: * 11% chance to reduce all saves and defense by 24 Shots are used with slings to pummel your foes to death. |
linen robe 'Goronik' (0 def, 0 armour) linen robe 'Goronik' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +4 Wil +1 Con dps ---------- Dmg.mod +11% nature Res.pen +10% mind Melee Ret 2 mind ----- def ----- Resists +16% nature +7% all ---------- misc Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of darkness (+15%) (0 def, 0 armour) =3 mag= timebroken cashmere robe of darkness (+15%) (0 def, 0 armour) =3 mag=2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +9% temporal +12% arcane +10% darkness ----- def ----- Resists +15% darkness +11% all ---------- misc Max.mana +36.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chamylegen (2 def, 0 armour) =4 mag= Chamylegen (2 def, 0 armour) =4 mag=2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +5 Dex +4 Mag +3 Wil +4 Cun +2 Con dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) Resists +12% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tayon (0 def, 1 armour) Tayon (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Con dps ---------- Crit.mult +15.00% Phys.pwr +15 (+7 eff.) ----- def ----- Armour +1 Resists +9% lightning +5% arcane ---------- misc Max.stam +10.00 Rush: Puts all charms on 21 cooldown Level 1.3 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Unroderendur (0 def, 3 armour) =5 MAG= Unroderendur (0 def, 3 armour) =5 MAG=2.0 T3 feet armor [Rare] Nature While equipped: Stats +5 Mag dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -6% Resists +12% acid +5% arcane +3% blight Crit.chn- 10.00% Spell.save +9 (+5 eff.) Max.HP +41.00 ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
hardened leather gloves of spellstriking (0 def, 2 armour) =5 mag= hardened leather gloves of spellstriking (0 def, 2 armour) =5 mag=1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 4 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +5% arcane 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. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Frozenkill (2 def, 0 armour) =5 mag= Frozenkill (2 def, 0 armour) =5 mag=2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Dex +5 Mag +4 Con dps ---------- Dmg.mod +13% cold Melee Ret 4 cold ----- def ----- Defense +2 (+1 eff.) Resists +19% cold Crit.chn- 10.00% A pointy cloth hat, very wizardly... |
hardened leather cap 'Unlightblight' (0 def, 3 armour) =6 Con= hardened leather cap 'Unlightblight' (0 def, 3 armour) =6 Con=2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil +6 Con dps ---------- Res.pen +20% darkness ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane Spell.save +9 (+5 eff.) ---------- misc Infravis +2 See.Invis +6 A cap made of leather. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 spinel 12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
5 lapis lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
297 alchemist agate 297 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe 'Dazzletitan' (dig speed 38 turns) iron pickaxe 'Dazzletitan' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str ----- def ----- Fatigue -5% Resists +3% mind Crit.chn- 5.00% Heal.mod +20% Stun/Frz- +10% ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pitchkarma the dwarven-steel pickaxe (dig speed 24 turns) =7 MAG= Pitchkarma the dwarven-steel pickaxe (dig speed 24 turns) =7 MAG=3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex +7 Mag dps ---------- Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% darkness ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it'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't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it'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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Achievements
By roguee the Halfling Rogue level 10
6th Haze 122nd year of Ascendancy at 23:26 see stats
By roguee the Halfling Rogue level 25
43rd Regrowth 123rd year of Ascendancy at 11:11 see stats
By roguee the Halfling Rogue level 24
29th Regrowth 123rd year of Ascendancy at 06:59 see stats
By roguee the Halfling Rogue level 22
26th Regrowth 123rd year of Ascendancy at 03:19 see stats
By roguee the Halfling Rogue level 20
49th Haze 122nd year of Ascendancy at 04:17 see stats
By roguee the Halfling Rogue level 10
6th Haze 122nd year of Ascendancy at 23:24 see stats
By roguee the Halfling Rogue level 20
48th Haze 122nd year of Ascendancy at 21:00 see stats
By roguee the Halfling Rogue level 22
2nd Regrowth 123rd year of Ascendancy at 02:59 see stats
By roguee the Halfling Rogue level 27
45th Regrowth 123rd year of Ascendancy at 09:57 see stats
By roguee the Halfling Rogue level 10
13rd Haze 122nd year of Ascendancy at 20:23 see stats
By roguee the Halfling Rogue level 16
33rd Haze 122nd year of Ascendancy at 10:47 see stats
By roguee the Halfling Rogue level 25
41st Regrowth 123rd year of Ascendancy at 19:24 see stats
By roguee the Halfling Rogue level 21
57th Haze 122nd year of Ascendancy at 22:18 see stats
By roguee the Halfling Rogue level 16
28th Haze 122nd year of Ascendancy at 01:46 see stats
Log
Isomira the elven cultist uses Noggin Knocker.
roguee deflects the projectile from Isomira the elven cultist to the north!
roguee deflects the projectile from Isomira the elven cultist to the south!
Isomira the elven cultist's Noggin Knocker misses roguee.
Roguee is knocked back!
Xuda the elven warrior's Tornado hits roguee for 8 lightning damage.
There is a previous level here (press '' or right click to use).
Ce'Nidawyn the elven blood mage casts Drain.
Ce'Nidawyn the elven blood mage's spell attains critical power!
roguee reacts to damage from Ce'Nidawyn the elven blood mage, mitigating the blow!.
Ce'Nidawyn the elven blood mage hits roguee for (46 reacted , -4 stam), 130 blight (130 total damage).
Xuda the elven warrior's devouring flames area effect drains life from Ce'Nidawyn the elven blood mage!
Xuda the elven warrior's devouring flames area effect drains life from roguee!
Something receives 2 healing from Ce'Nidawyn the elven blood mage.
Xuda the elven warrior's devouring flames area effect hits Ce'Nidawyn the elven blood mage for (38 flat reduction), 16 fire (16 total damage).
Xuda the elven warrior's devouring flames area effect hits Isomira the elven cultist for (65 absorbed), 0 fire (0 total damage).
Xuda the elven warrior's devouring flames area effect hits roguee for 65 fire damage.
Something receives 8 healing from roguee.
Isomira the elven cultist uses Evasion.
Isomira the elven cultist tries to evade attacks.
Isomira the elven cultist casts Soul Rot.
Roguee is knocked back!
Something hits Ce'Nidawyn the elven blood mage for (38 flat reduction), 94 physical (94 total damage).
Something hits roguee for 15 lightning damage.
Roguee is knocked back!
Xuda the elven warrior's Tornado hits roguee for 15 lightning damage.
roguee reacts to damage from Isomira the elven cultist's Soul Rot, mitigating the blow!.
Isomira the elven cultist's Soul Rot hits roguee for (36 reacted , -4 stam), 103 blight (103 total damage).
roguee the level 28 halfling rogue was diseased to death by Isomira the elven cultist on level 4 of Dark crypt.