Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 Roguelike |
Sex | Female |
Race | Skeleton |
Class | Marauder |
Level / Exp | 23 / 7% |
Size | medium |
Lifes / Deaths | Killed by Poronor the grizzly bear at level 23 on the 10th Regrowth 123rd year of Ascendancy at 07:22 / 1 |
Primary Stats
Strength | 52 (base 32) |
Dexterity | 55 (base 29) |
Constitution | 36 (base 28) |
Magic | 12 (base 10) |
Willpower | 13 (base 10) |
Cunning | 50 (base 32) |
Resources
Life | -29/617 |
Stamina | 4/184 |
Healing Factor | 1.2979202340232 |
Regeneration | 0.32448005850581 |
Speed
Mental | +6.6613381477509E-14% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 37.637072247758 |
See Invisible | 37.637072247758 |
Offense: Mainhand
Damage | 85 |
Accuracy | 44 |
Crit Chance | 40% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 54 |
Accuracy | 44 |
Crit Chance | 47% |
APR | 31 |
Speed | 0.90 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Light | +10% |
Blight | +9% |
Physical | +8% |
Nature | +3% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +10% |
Light | +20% |
Temporal | +13% |
Defense: Base
Armour (hardiness) | 38 (59.878345014441%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 8 |
Mental Save | 28 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 18%( 70%) |
Mind | + 16%( 70%) |
All | + 13%( 70%) |
Darkness | + 46%( 70%) |
Light | + 60%( 70%) |
Temporal | + 32%( 70%) |
Physical | + 17%( 70%) |
Lightning | + 21%( 70%) |
Fire | + 19%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 76% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 24% |
Disarm Resistance | 90% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
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 336 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 91 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.44 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Effects
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 repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the repented thief from death by Isoyalebeth the large white snake. Escort: repented thief (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
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 has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Agrimley the hermit in creating an elixir of focus. 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 bear paw. * You've found the needed xorn fragment. * '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 within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Unlightquake' (0 def, 3 armour) pair of hardened leather boots 'Unlightquake' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Dmg.mod +3% darkness +9% blight Res.pen +10% blight +13% temporal +10% darkness Apr +4 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Armour +3 Resists +3% blight +21% temporal +12% darkness Def/telep +16 Res/telep +13% Dur/telep +12% Rush: Puts all charms on 21 cooldown Level 3.9 Pwr.cost 21 out of 25/25. Range 9 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. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Galepain the hardened leather cap (0 def, 13 armour) Galepain the hardened leather cap (0 def, 13 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +1 Str +6 Dex dps ---------- Crit.mult +10.00% ----- def ----- Armour +13 Fatigue +3% Resists +14% darkness +6% lightning Phys.save +9 (+3 eff.) ---------- misc Infravis +2 A cap made of leather. |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 14 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | cleansing elm totem of summon tentacle [power 100] (21 cooldown) cleansing elm totem of summon tentacle [power 100] (21 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 241 Base Damage: 107 Armor: 3 All Resist: 0 Puts all charms on 21 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | Xavena the Shadewinter Xavena the Shadewinter0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +3% nature +12% darkness Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +3% mind Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +11 (+4 eff.) ----- def ----- Resists +6% blight +1% physical +6% fire Mind.save +14 (+7 eff.) Confus- +56% Def/telep +15 Res/telep +15% Dur/telep +15% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | Glowterror Glowterror0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Cun dps ---------- Mind.pwr +15 (+7 eff.) Res.pen +5% light ----- def ----- Resists +21% light +12% darkness Blind- +24% ---------- misc Masteries +0.14 Technique/Combat training Amulets make your neck look great! |
In main hand | Emelira the dwarven-steel waraxe (131% power, 4 apr) Emelira the dwarven-steel waraxe (131% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.5% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Phys.crit +2.0% ----- def ----- Resists +3% light +5% arcane ---------- misc Max.stam +10.00 One-handed war axes. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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 | Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | cashmere cloak 'Dawnhunter' (10 def, 0 armour) cashmere cloak 'Dawnhunter' (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +7.0% Res.pen +15% light ----- def ----- Defense +10 (+3 eff.) Resists +3% physical Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Polubeth the woollen robe (3 def, 14 armour) Polubeth the woollen robe (3 def, 14 armour)2.0 T2 cloth armor [Rare] Master While equipped: ----- def ----- Armour +14 Defense +3 (+1 eff.) Resists +3% acid +3% lightning +6% nature +9% all Crit.chn- 10.00% Phys.save +19 (+7 eff.) Stun/Frz- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
blink rune (range 3; phase 12; cd 14) blink rune (range 3; phase 12; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rimeraven the gold ring Rimeraven the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% temporal ----- def ----- Resists +9% cold HP.reg +4.00 Blind- +24% Pinning- +20% Stun/Frz- +20% Knockbk- +10% ---------- misc Infravis +5 See.Stealth +7 See.Invis +11 Rings make your fingers look great! |
manaburning dwarven-steel battleaxe of erosion (137% power, 2 apr) manaburning dwarven-steel battleaxe of erosion (137% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Nature/Disrupt Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 nature On Hit: * 19 arcane resource burn Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe of crippling (138% power, 2 apr) truestriking dwarven-steel battleaxe of crippling (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Master Power 138% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +12% physical Acc +12 (+4 eff.) Apr +9 Massive two-handed battleaxes. |
Lisossra (118% power, 7 apr) Lisossra (118% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 118% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +12 blight While equipped: Stats +2 Con dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +12% cold +6% fire Disarm- +31% ---------- misc Light +2 Infravis +3 Sharp, short and deadly. |
hateful dwarven-steel dagger of massacre (130% power, 7 apr) hateful dwarven-steel dagger of massacre (130% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master/Psionic Power 131% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 darkness Against +6% Living Sharp, short and deadly. |
warbringer's iron dagger (100% power, 5 apr) warbringer's iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Disarm- +13% Sharp, short and deadly. |
steel mace 'Betywen' (110% power, 3 apr) steel mace 'Betywen' (110% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Psionic Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 mind On Hit: * 16% chance to reduce all saves and defense by 22 While equipped: Stats +2 Str +2 Dex +3 Wil +2 Cun +3 Con dps ---------- Mind.crit +8% ---------- misc Psi/ret +0.08 Blunt and deadly. |
Murkoracle (132% power, 4 apr, fire element) Murkoracle (132% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 132% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +3 Mag +3 Con dps ---------- Spell.crit +3% Spell.pwr +12 (+10 eff.) Dmg.mod +27% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Resists +9% darkness +8% temporal Def/telep +10 Res/telep +11% Dur/telep +12% ---------- misc Wards +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (120% power, 4 apr, arcane element) yew magestaff (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+8 eff.) Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of channeling (120% power, 4 apr, fire element) yew vilestaff of channeling (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +19 (+13 eff.) Dmg.mod +20% fire ---------- misc Mana/turn +0.28 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe of dampening (124% power, 4 apr) dwarven-steel waraxe of dampening (124% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Disrupt Power 124% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: ----- def ----- Resists +9% acid +9% lightning +9% cold +7% fire +2% all Spell.save +8 (+8 eff.) One-handed war axes. |
steel waraxe (105% power, 3 apr) steel waraxe (105% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Cloak of Deception =aa= Cloak of Deception =aa=1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Eryzilastir (0 def, 5 armour) Eryzilastir (0 def, 5 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +5 Resists +3% mind +6% light Phys.save +6 (+2 eff.) Pinning- +20% Stun/Frz- +10% Teleport- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
Gekor (0 def, 7 armour) Gekor (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% ----- def ----- Armour +7 Fatigue -6% Phys.save +10 (+4 eff.) Die.at -60.00 life ---------- misc Max.enc +37 Light +3 A pair of boots made of leather. |
pair of dwarven-steel boots 'Lisith' (0 def, 8 armour) pair of dwarven-steel boots 'Lisith' (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Res.pen +10% acid +15% physical Acc +15 (+5 eff.) ----- def ----- Armour +8 Fatigue +3% ---------- misc Max.stam +30.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Getilen (0 def, 4 armour) Getilen (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +4 Wil +2 Con dps ---------- Dmg.mod +18% temporal Res.pen +10% temporal ----- def ----- Armour +4 Fatigue +4% Crit.chn- 10.00% Phys.save +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gilerion the dwarven-steel helm (0 def, 4 armour) Gilerion the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +2 Dex +5 Mag +5 Wil ----- def ----- Armour +4 Fatigue +4% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Jetborn the dwarven-steel helm (0 def, 4 armour) Jetborn the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +11 Lck dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +5% Res.pen +25% darkness +15% light ----- def ----- Armour +4 Fatigue +4% Resists +9% darkness +3% blight ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sleetsage (0 def, 3 armour) Sleetsage (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +2 Cun +8 Con ----- def ----- Armour +3 Fatigue +3% Resists +12% cold ---------- misc Infravis +3 A cap made of leather. |
cleansing dwarven-steel mail armour of acid resistance (3 def, 8 armour) cleansing dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% acid +11% nature +12% blight A suit of armour made of mail. |
dwarven-steel mail armour 'Runodrandil' (3 def, 8 armour) dwarven-steel mail armour 'Runodrandil' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Mag dps ---------- Mind.pwr +30 (+12 eff.) ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% lightning +9% nature ---------- misc Equi/ret +0.04 A suit of armour made of mail. |
Murkglory (9 def, 6 armour) Murkglory (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Res.pen +20% mind On Hit (Melee): * 20% chance to reduce armor by 17% * 20% chance to slow global speed by 48% * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +9% acid +21% cold A suit of armour made of leather. |
Silebeth the hardened leather armour (39 def, 6 armour) Silebeth the hardened leather armour (39 def, 6 armour)9.0 T3 light armor [Rare] Disrupt While equipped: ----- def ----- Armour +6 Defense +39 (+12 eff.) Fatigue +8% Resists +12% blight +13% nature +6% acid D.Red.from +7% Unnatural Max.HP +40.00 Disarm- +20% Teleport- +10% A suit of armour made of leather. |
cleansing hardened leather armour (9 def, 6 armour) cleansing hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +11% nature +12% blight A suit of armour made of leather. |
reinforced leather armour 'Kindleknave' (22 def, 7 armour) reinforced leather armour 'Kindleknave' (22 def, 7 armour)9.0 T4 light armor [Random Unique] Master/Psionic While equipped: ----- def ----- Armour +7 Defense +22 (+7 eff.) Fatigue +8% Resists +9% fire +15% cold +5% mind +6% physical Phys.save +14 (+5 eff.) Spell.save +3 (+3 eff.) Mind.save +13 (+6 eff.) Heal.mod +10% A suit of armour made of leather. |
dwarven-steel plate armour 'Quenchmark' (0 def, 23 armour) dwarven-steel plate armour 'Quenchmark' (0 def, 23 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness +12% cold Res.pen +10% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +23 Fatigue +22% Resists +18% cold A suit of armour made of metal plates. |
4 agate 4 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. |
357 alchemist agate 357 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. |
7 aquamarine 7 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. |
2 opal 2 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. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Hailclash (dig speed 28 turns) Hailclash (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +3 Dex +1 Mag +2 Cun +1 Con dps ---------- Dmg.mod +6% cold Acc +4 (+1 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
emerald 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. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
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. |
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. |
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. |
Flarebreak the pouch of steel shots (14/14, 124% power, 2 apr) Flarebreak the pouch of steel shots (14/14, 124% power, 2 apr)3.0 T2 shot ammo [Rare] Nature Power 124% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 14 Ranged+ +8 cold +20 fire +10 nature On Hit.r1 +8 fire On Hit: * 20 arcane resource burn Shots are used with slings to pummel your foes to death. |
6 amethyst 6 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. |
yew wand of clairvoyance 'Voidtooth' [power 11] (13 cooldown) yew wand of clairvoyance 'Voidtooth' [power 11] (13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +2 Resists +3% acid +4% physical Die.at -20.00 life Max.HP +20.00 Poison- +20% Reveal the area around you, dispelling darkness (radius 11, power 38 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine 6 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. |
7 zircon 7 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. |
Achievements
By Jirar the Skeleton Marauder level 22
2nd Regrowth 123rd year of Ascendancy at 00:31 see stats
By Jirar the Skeleton Marauder level 14
8th Haze 122nd year of Ascendancy at 20:56 see stats
By Jirar the Skeleton Marauder level 21
8th Allure 123rd year of Ascendancy at 05:14 see stats
By Jirar the Skeleton Marauder level 10
69th Dusk 122nd year of Ascendancy at 14:23 see stats
By Jirar the Skeleton Marauder level 20
79th Haze 122nd year of Ascendancy at 20:21 see stats
By Jirar the Skeleton Marauder level 20
5th Decay 122nd year of Ascendancy at 01:38 see stats
By Jirar the Skeleton Marauder level 10
70th Dusk 122nd year of Ascendancy at 14:25 see stats
By Jirar the Skeleton Marauder level 9
64th Dusk 122nd year of Ascendancy at 16:11 see stats
By Jirar the Skeleton Marauder level 9
66th Dusk 122nd year of Ascendancy at 14:28 see stats
By Jirar the Skeleton Marauder level 20
7th Allure 123rd year of Ascendancy at 04:05 see stats
By Jirar the Skeleton Marauder level 15
66th Haze 122nd year of Ascendancy at 22:16 see stats
Log
Poronor the grizzly bear uses Shattering Shout.
Jirar is unstoppable!
Poronor the grizzly bear hits Jirar for (4 refused), 53 physical (53 total damage).
Jirar is no longer weakened.
Talent Dual Strike is ready to use.
Poronor the grizzly bear is not stunned anymore.
Jirar is unstoppable!
Mindrot hits Jirar for (5 refused), 0 mind, (4 refused), 0 darkness (0 total damage).
Poison from Jirar hits Poronor the grizzly bear for 11 nature damage.
Deadly Poison from Jirar hits Poronor the grizzly bear for 20 nature damage.
Poronor the grizzly bear deactivates True Grit.
Jirar uses Skullcracker.
Poronor the grizzly bear shrugs off the effect 'Confused'!
Jirar is unstoppable!
Melee retaliation hits Jirar for (2 refused), 0 lightning (0 total damage).
Jirar hits Poronor the grizzly bear for 113 physical, 16 light (129 total damage).
Jirar is lost in despair!
Jirar is unstoppable!
Mindrot hits Jirar for (23 refused), 0 mind, (22 refused), 0 darkness (0 total damage).
Poison from Jirar hits Poronor the grizzly bear for 18 nature damage.
Deadly Poison from Jirar hits Poronor the grizzly bear for 32 nature damage.
Jirar's adrenaline surge has come to an end.
Poronor the grizzly bear rearms.
Mindrot hits Jirar for 5 mind damage.
Poison from Jirar hits Poronor the grizzly bear for 18 nature damage.
Deadly Poison from Jirar hits Poronor the grizzly bear for 32 nature damage.
Jirar the level 23 skeleton marauder was mindraped to death by Poronor the grizzly bear on level 1 of Ruined Dungeon.
Poronor the grizzly bear prepares for the next kill!
Jirar no longer revels in blood quite so much.