












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Modest Auto-accept target 1.7.2Base Game's Auto-accept target is too aggressive for me. Prevent some Talents from Auto-accept target. This addon ignores Auto-accept target setting. Github: https://github.com/h-youhei/tome-modest-auto-accept Weight: 99 SuperLoad: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 12 / 37% |
Size | medium |
Lifes / Deaths | Killed by Layedalaith the white worm mass at level 12 on the 4th Flare 122nd year of Ascendancy at 12:39 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 31 (base 29) |
Constitution | 11 (base 10) |
Magic | 23 (base 15) |
Willpower | 14 (base 10) |
Cunning | 34 (base 31) |
Resources
Life | -35/340 |
Mana | 9/206 |
Stamina | 99/173 |
Healing Factor | 1.0097162075846 |
Regeneration | 0.25242905189616 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 35.114754928839 |
See Invisible | 35.114754928839 |
Offense: Mainhand
Damage | 33 |
Accuracy | 41 |
Crit Chance | 20% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 41 |
Crit Chance | 16% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Darkness | +3% |
Lightning | +17% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Fire | +5% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 4 (51.69962066283%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 12 |
Mental Save | 25 |
Defense: Resistances
Lightning | + 22%( 70%) |
Light | + 9%( 70%) |
Darkness | + 6%( 70%) |
Blight | + 3%( 70%) |
Physical | + 2%( 70%) |
Acid | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Pinning Resistance | 10% |
Bleed Resistance | 20% |
Disarm Resistance | 22% |
Knockback Resistance | 20% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 109 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
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 92 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 3/5 |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 Possessed. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bloated horror heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) Ignore Armor +4 defense ------ Armor +1 Defense +15 (+5 eff.) Mind save +3 (+2 eff.) Life +40.00 Stun Resist +20% A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T2 arrow ammo [Random Unique] Nature/Psionic Weapon Damage 19.5 - 27.3 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 18 On-ranged-hit +8 nature +12 cold +12 arcane +11 physical On-crit, radius 2 +20 arcane +9 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 99 physical damage Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Wil offense ------ Critical power +10.00% Mindpower +10 (+5 eff.) other ------- Light +5 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 | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Critical power +10.00% Damage +11% lightning Ignore resists +5% fire +5% cold defense ------ Defense +16 (+6 eff.) Resistance +16% lightning other ------- Stamina/turn +3.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Con offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +1 Physical save +5 (+5 eff.) Mind save +6 (+3 eff.) Cut Resist +20% Disarm Resist +22% Teleport Resist +10% other ------- Max stamina +30.00 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 | ![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Dex offense ------ Physical Crit +1.0% Ignore Armor +1 When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +15 (+5 eff.) other ------- Wards +3 blight +3 acid +2 arcane +2 darkness Talents +1 Ward Fire a magical bolt dealing 105 cold damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +23% other ------- Infravision +3 See Stealth +7 See Invis +7 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +3% acid defense ------ Resistance +3% blight +9% light +6% acid other ------- Light +3 Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +4 nature While equipped: Stats +2 Mag +3 Wil offense ------ Critical power +5.00% Spellpower +7 (+4 eff.) Damage +3% mind Ignore resists +15% mind Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +3% lightning +3% darkness +6% acid defense ------ Resistance +6% lightning +6% darkness other ------- Mana/turn +0.10 Max mana +20.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Phasing +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Mind Crit +1% Damage +3% lightning defense ------ Defense +1 (+1 eff.) Life +32.00 other ------- Hate-on-crit +4.00 Max hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T1 light armor [Rare] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +2% physical Physical save +3 (+3 eff.) Mind save +6 (+3 eff.) Life +24.00 Pinning Resist +10% Knockbk Resist +20% A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. 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 |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 500% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 481% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Master Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Resistance +7% lightning +5% fire +6% cold other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Psionic Weapon Damage 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Resistance +5% lightning +7% fire +7% cold other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +1 (+1 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +16% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Damage +3% mind When Hit 2 temporal defense ------ Armor +1 Resistance +3% mind +12% light Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Con offense ------ Mind Crit +3% Critical power +5.00% Damage +6% cold Ignore Armor +6 defense ------ Armor +1 Rush: Puts all charms on 22 cooldown Effective talent level: 2.0 Power cost 22 out of 25/25. Range 7 Cooldown: 30 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. |
![]() 3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +3 Fatigue -3% Physical save +6 (+5 eff.) other ------- Encumbrance +20 Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Mag defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold Physical save +6 (+5 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +5 Cun +2 Con defense ------ Armor +1 Fatigue +1% Resistance +3% temporal +6% cold other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Str +3 Con offense ------ Mind Crit +3% Critical power +5.00% Mindpower +3 (+2 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% physical Disarm Resist +10% other ------- Psi/turn +0.13 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +7% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training ,Str 14 [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +12% blight +6% physical +11% nature Physical save +10 (+7 eff.) A suit of armour made of mail. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Damage +3% mind defense ------ Armor +13 Defense +6 (+2 eff.) Fatigue +22% Resistance +12% darkness +11% blight +16% cold +9% mind +5% arcane Mind save +12 (+6 eff.) other ------- Light +1 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T1 shield armor Reqs - Shield usage training ,Str 11 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 lightning When Hit 1 lightning defense ------ Armor +2 Fatigue +8% Resistance +11% nature +10% blight other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +5 Str +1 Mag +3 Cun offense ------ Damage +6% nature Ignore resists +15% darkness defense ------ Resistance +11% nature +6% darkness While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Accuracy +5 (+2 eff.) Ignore Armor +2 defense ------ Fatigue -4% Resistance +1% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 249 Base Damage: 104 Armor: 0 All Resist: 1 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kira the Cornac Shadowblade level 10
9th Mirth 122nd year of Ascendancy at 00:06 see stats
By Kira the Cornac Shadowblade level 7
3rd Mirth 122nd year of Ascendancy at 09:20 see stats
By Kira the Cornac Shadowblade level 7
1st Mirth 122nd year of Ascendancy at 05:48 see stats
Log
Kira misses Bloated ooze.
Kira hits Bloated ooze for 14 physical, 14 darkness (28 total damage).
Kira killed Bloated ooze!
Kira's fades into the shadows.
Kira speeds up.
Kira has regained its confidence.
Poison from Layedalaith the white worm mass hits Kira for 86 nature damage.
Kira casts Rune: Shielding.
A shield forms around Kira.
Kira picks up (a.): healing infusion of the psychic (heal 68; cd 12).
Kira picks up (d.): teleportation rune (range 30; cd 15).
Kira picks up (e.): absorbing vined mindstar (5-6 power, 18 apr, mind damage).
Kira picks up (e.): dwarven-steel longsword of massacre (26-36 power, 4 apr).
Kira picks up (h.): linen robe of corrosion (+16%) (0 def, 0 armour).
Kira picks up (p.): cleansing iron mail armour of stability (2 def, 4 armour).
Kira picks up (z.): piercing iron torque of gale force [power 105] (13 cooldown).
Kira picks up (q.): steel plate armour 'Velanor' (6 def, 13 armour).
Kira picks up (r.): shocking iron shield of purity (0 def, 2 armour, 23.5 block).
Kira picks up (g.): absorbing vined mindstar (4-4 power, 18 apr, nature damage).
Poison from Layedalaith the white worm mass hits Kira for (86 absorbed), 0 nature (0 total damage).
Your shield crumbles under the damage!
The shield around Kira crumbles.
Talent Dirty Fighting is ready to use.
Poison from Layedalaith the white worm mass hits Kira for (6 absorbed), 80 nature (80 total damage).
Kira's can be afflicted again.
Poison from Layedalaith the white worm mass hits Kira for 86 nature damage.
Kira the level 12 cornac shadowblade was splurged to death by Layedalaith the white worm mass on level 3 of Scintillating Caves.