Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. 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 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:
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 | Male |
Race | Dwarf |
Class | Shadowblade |
Level / Exp | 13 / 7% |
Size | big |
Lifes / Deaths | Killed by ritch flamespitter at level 13 on the 32nd Profit 122nd year of Ascendancy at 17:25 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 29 (base 30) |
Constitution | 16 (base 10) |
Magic | 17 (base 13) |
Willpower | 20 (base 10) |
Cunning | 38 (base 35) |
Resources
Life | -93/452 |
Mana | 123/222 |
Stamina | 122/161 |
Healing Factor | 1.0545771506546 |
Regeneration | 0.26364428766364 |
Speed
Mental | +3.619327060278E-12% |
Attack | 0% |
Movement | 0% |
Spell | +3.619327060278E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
See Invisible | 9 |
Offense: Mainhand
Damage | 35 |
Accuracy | 45 |
Crit Chance | 16% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 19 |
Accuracy | 45 |
Crit Chance | 16% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 9% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +5% |
Acid | +12% |
Darkness | +3% |
Physical | +6% |
Mind | +12% |
Fire | +5% |
Offense: Damage Penetration
Physical | +20% |
Lightning | +13% |
Nature | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (44.574340358689%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 18 |
Mental Save | 32 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 10%( 70%) |
Physical | + 12%( 70%) |
Mind | + 10%( 70%) |
All | + 7%( 70%) |
Darkness | + 26%( 70%) |
Light | + 20%( 70%) |
Temporal | + 13%( 70%) |
Fire | + 19%( 70%) |
Lightning | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Confusion Resistance | 21% |
Teleport Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 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 342 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 24 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 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
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
Quests
You failed to protect the injured seer from death by Isloriamina the hornet swarm. Escort: injured seer (level 2 of Trollmire) | failed |
You failed to protect the lone alchemist from death by Neruyalaith the large brown snake. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You failed to protect the lost warrior from death by Poranne the large brown snake. Escort: lost warrior (level 3 of Norgos Lair) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed honey tree root. | 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 |
Equipment
On feet | pair of iron boots 'Layuwe' (0 def, 5 armour) pair of iron boots 'Layuwe' (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +5 Fatigue +2% Resistance +9% lightning other ------- EQ when Hit +0.04 Psi when Hit +0.08 Hate-on-crit +1.00 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Glorulaith the Dourkill Glorulaith the Dourkill2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Resistance +3% fire Life +40.00 other ------- Light +4 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 | rough leather cap 'Darksweep' (10 def, 5 armour) rough leather cap 'Darksweep' (10 def, 5 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Accuracy +10 (+3 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 16% defense ------ Armor +5 Defense +10 (+3 eff.) Fatigue +1% Resistance +3% physical Physical save +6 (+3 eff.) other ------- Infravision +2 A cap made of leather. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 37.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | Ce'Nubrelaith [power 100] (11/15 cooldown) Ce'Nubrelaith [power 100] (11/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Resistance +6% darkness Disarm Resist +10% Teleport Resist +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 106 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Emabreta the copper ring Emabreta the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +5 Mag +1 Con offense ------ Damage +12% acid When Hit 2 acid defense ------ Resistance +24% acid Crit Resistance 10.00% other ------- Light +1 See Invisibility +9 Rings make your fingers look great! |
On fingers | Glerin the Blazebearer Glerin the Blazebearer0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +9% mind Ignore resists +5% lightning +20% physical Ignore Armor +3 defense ------ Armor +4 Mind save +6 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
Around neck | starlit steel amulet of constitution (+2) starlit steel amulet of constitution (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +14% light +11% darkness Blind Resist +23% Amulets make your neck look great! |
In main hand | elemental iron dagger of rage (100% power, 5 apr) elemental iron dagger of rage (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 34 lightning damage (1/turn) While equipped: Stats +3 Str offense ------ Damage +5% lightning +6% physical Ignore resists +8% lightning Accuracy +6 (+2 eff.) Sharp, short and deadly. |
Around waist | rough leather belt 'Alerach' rough leather belt 'Alerach'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) Damage +3% mind defense ------ Resistance +3% darkness +6% temporal Physical save +3 (+1 eff.) Spell save +6 (+4 eff.) Unlife -60.00 life Teleport Resist +20% other ------- Size +1 A belt that goes around your waist. |
In off hand | iron dagger 'Moldqueen' (97% power, 5 apr) iron dagger 'Moldqueen' (97% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 97% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature While equipped: offense ------ Ignore resists +5% nature defense ------ Defense +15 (+5 eff.) Resistance +3% blight +2% physical +3% acid Life +40.00 Sharp, short and deadly. |
Cloak | Eridozor the linen cloak (1 def, 0 armour) Eridozor the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex defense ------ Defense +1 (+0 eff.) Resistance +3% mind Physical save +12 (+6 eff.) Mind save +3 (+1 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Layovena (0 def, 0 armour) Layovena (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +1 Mag +4 Wil +1 Cun offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +7% all Crit Resistance 15.00% Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the warrior (heal 153; 16 cd) regeneration infusion of the warrior (heal 153; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 153 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 19%; magical; dur 4; cd 15) wild infusion of the warrior (res 19%; magical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
mule's copper ring of arcana (+0.10/turn) mule's copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -4% Silence Resist +21% other ------- Encumbrance +20 Mana/turn +0.10 Rings make your fingers look great! |
hateful steel battleaxe of massacre (135% power, 2 apr) hateful steel battleaxe of massacre (135% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master/Psionic Weapon Damage 135% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +13 darkness Damage Against +9% Living Massive two-handed battleaxes. |
Isana the iron dagger (101% power, 5 apr) Isana the iron dagger (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +6 fire While equipped: defense ------ Resistance +3% cold +2% physical Physical save +3 (+1 eff.) Life +40.00 Sharp, short and deadly. |
flaming steel dagger of massacre (117% power, 6 apr) flaming steel dagger of massacre (117% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +6 fire Sharp, short and deadly. |
iron dagger (100% power, 5 apr) iron dagger (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger (100% power, 5 apr) iron dagger (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
Brandnight the iron mace (109% power, 2 apr) =3 cun weapon= Brandnight the iron mace (109% power, 2 apr) =3 cun weapon=3.0 Encumbrance T1 mace 1H weapon [Rare] Nature Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 nature While equipped: Stats +3 Cun defense ------ Resistance +12% fire Crit Resistance 5.00% Blunt and deadly. |
cruel elm starstaff (100% power, 2 apr, darkness element) cruel elm starstaff (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+2 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Stormlash (115% power, 7 apr) Stormlash (115% power, 7 apr)3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 115% Range: 1.0x-1.1x Uses 100% Dex Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 13.36 to 40.07 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Emoleganor the linen cloak (1 def, 0 armour) Emoleganor the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +1 (+0 eff.) Resistance +6% nature +9% acid Life +50.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Anobers the linen robe (7 def, 2 armour) Anobers the linen robe (7 def, 2 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +2 Wil defense ------ Armor +2 Defense +7 (+2 eff.) Resistance +5% arcane +7% all Physical save +15 (+7 eff.) Life +20.00 Disease Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing linen robe of protection (3 def, 2 armour) focusing linen robe of protection (3 def, 2 armour)2.0 Encumbrance T1 cloth armor [Ego] Master/Psionic While equipped: Stats +4 Mag +4 Wil defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +7% all Physical save +16 (+8 eff.) other ------- Mana/turn +0.11 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emelamira the rough leather gloves (0 def, 1 armour) =2de= Emelamira the rough leather gloves (0 def, 1 armour) =2de=1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Damage +9% mind Accuracy +11 (+3 eff.) defense ------ Armor +1 Mind save +3 (+1 eff.) other ------- Infravision +3 See Invisibility +15 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. |
rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +1 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. |
iron helm of strength (+2) (0 def, 3 armour) iron helm of strength (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Morningdeath' (0 def, 1 armour) rough leather cap 'Morningdeath' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Wil offense ------ When Hit 2 mind defense ------ Armor +1 Fatigue +1% Resistance +6% lightning Physical save +10 (+5 eff.) Mind save +3 (+1 eff.) other ------- Light +2 A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% A cap made of leather. |
impenetrable iron mail armour of lightning resistance (2 def, 9 armour) impenetrable iron mail armour of lightning resistance (2 def, 9 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +9 Defense +2 (+0 eff.) Fatigue +12% Resistance +16% lightning A suit of armour made of mail. |
Bokirain (dig speed 29 turns) Bokirain (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +3% physical Ignore Armor +4 defense ------ Armor +2 Spell save +3 (+2 eff.) other ------- Max stamina +20.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Dairuzor the Blindgrit [power 122] (11/15 cooldown) Dairuzor the Blindgrit [power 122] (11/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Resistance +3% temporal +3% darkness +5% arcane Unlife -40.00 life Disarm Resist +10% other ------- Light +3 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Blicky the Dwarf Shadowblade level 11
26th Profit 122nd year of Ascendancy at 13:58 see stats
By Blicky the Dwarf Shadowblade level 10
9th Profit 122nd year of Ascendancy at 01:12 see stats
By Blicky the Dwarf Shadowblade level 6
19th Voratun 122nd year of Ascendancy at 12:44 see stats
By Blicky the Dwarf Shadowblade level 10
9th Profit 122nd year of Ascendancy at 20:02 see stats
Log
Blicky uses Tumble.
Blicky uses Tumble.
Poranne the large brown snake deactivates Forcefield.
Poranne the large brown snake's Beyond the Flesh performs a melee critical strike against Boribers, the lost warrior!
Boribers, the lost warrior has temporarily forgotten Stunning Blow for 4 turns!
Poranne the large brown snake's Beyond the Flesh hits Boribers, the lost warrior for 73 physical, 5 mind, 4 fire (82 total damage).
Boribers, the lost warrior says: 'Help! Poranne the large brown snake to the northwest!'
Blicky's can be afflicted again.
Talent Infusion: Movement is ready to use.
Poranne the large brown snake uses Telekinetic Smash.
Poranne the large brown snake performs a melee critical strike against Boribers, the lost warrior!
Boribers, the lost warrior is dead, quest failed!
Quest 'Escort: lost warrior (level 3 of Norgos Lair)' is failed! (Press 'j' to see the quest log)
Poranne the large brown snake hits Boribers, the lost warrior for 17 mind, 4 fire, 15 mind, 4 fire, 98 physical, 5 mind (144 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter hits Blicky for 82 fire damage.
Blicky uses Infusion: Movement.
Blicky is moving at extreme speed!
Infusion: Movement is still on cooldown for 10 turns.
Infusion: Movement is still on cooldown for 10 turns.
Infusion: Movement is still on cooldown for 10 turns.
Infusion: Movement is still on cooldown for 10 turns.
Talent Stealth is ready to use.
Ritch flamespitter spits flames!
Ritch flamespitter hits Blicky for 82 fire damage.
Blicky the level 13 dwarf shadowblade was toasted to death by a ritch flamespitter on level 3 of Norgos Lair.