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 | 22 / 97% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 22 on the 16th Shortage 122nd year of Ascendancy at 08:31 / 3Killed by Urkis, the High Tempest at level 22 on the 16th Shortage 122nd year of Ascendancy at 08:40 Killed by Urkis, the High Tempest at level 22 on the 16th Shortage 122nd year of Ascendancy at 08:55 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 44 (base 38) |
Constitution | 24 (base 10) |
Magic | 39 (base 36) |
Willpower | 29 (base 10) |
Cunning | 42 (base 31) |
Resources
Life | -39/627 |
Mana | 286/321 |
Stamina | 181/210 |
Healing Factor | 1.1172674059366 |
Regeneration | 0.27931685148415 |
Speed
Mental | +3.619327060278E-12% |
Attack | 0% |
Movement | 0% |
Spell | +3.619327060278E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
Offense: Mainhand
Damage | 57 |
Accuracy | 58 |
Crit Chance | 20% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 58 |
Crit Chance | 18% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 11% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Nature | +15% |
Mind | +15% |
Lightning | +7% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Darkness | +15% |
Lightning | +7% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (74.574340358689%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 38 |
Mental Save | 24 |
Defense: Resistances
Darkness | + 32%( 70%) |
Acid | + 37%( 70%) |
Nature | + 50%( 70%) |
Temporal | + 19%( 70%) |
Blight | + 30%( 70%) |
Cold | + 27%( 70%) |
Fire | + 29%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Disarm Resistance | 57% |
Poison Resistance | 10% |
Blind Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 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 231 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 83 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. |
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 647% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 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 |
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 failed to protect the lost sun paladin from death by snow giant thunderer. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lost sun paladin from death by Adomina the shimmering crystal. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
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. | 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 have explored the Old Forest and vanquished Shardskin. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed chunk of ghoul flesh. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 within4 lumberjacks have died. | done |
Equipment
On feet | Ulyhek the Tundraqueller (0 def, 1 armour) Ulyhek the Tundraqueller (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Ignore resists +5% cold Ignore Shields +10% defense ------ Armor +1 Resistance +9% cold Spell save +9 (+4 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Blink to a nearby random location (rad 8) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Light source | Emelywyn the brass lantern Emelywyn the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Con defense ------ Resistance +3% blight +3% darkness Mind save +3 (+1 eff.) Pinning Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% 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 | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
On hands | Vorema (0 def, 2 armour) Vorema (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex offense ------ Physical Power +7 (+2 eff.) On-Hit 7 fire Damage +5% fire Accuracy +12 (+3 eff.) defense ------ Armor +2 Resistance +6% temporal +5% fire Poison Resist +10% 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 | overpowered steel torque of mindblast [power 260] (19 cooldown) overpowered steel torque of mindblast [power 260] (19 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 299 mind damage and silencing them for 4 turns Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | warrior's steel ring of tenacity warrior's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life +21.00 Disarm Resist +30% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
On fingers | Baredoharasus the Gloompyre Baredoharasus the Gloompyre0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +1 Cun +4 Wil offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+2 eff.) On-Hit 5 physical On-Ranged-Hit 5 physical Ignore resists +15% darkness +5% acid On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 25 defense ------ Resistance +12% acid Mind save +8 (+4 eff.) other ------- Hate-on-crit +1.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around neck | Fanged Collar Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+8 eff.) Spell save +15 (+6 eff.) Mind save -7 (-4 eff.) Life +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | Corruptiontouch (129% power, 7 apr) Corruptiontouch (129% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 130% 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 +7 Critical Rate +6.0% Attack Speed 100% On-Hit, radius 1 +5 fire On-crit, radius 2 +4 nature While equipped: offense ------ Accuracy +6 (+2 eff.) On-Hit (Melee): * 10% chance to slow global speed by 52% defense ------ Defense +7 (+2 eff.) Resistance +6% nature Disarm Resist +27% Sharp, short and deadly. |
Around waist | rough leather belt 'Smoldermoon' rough leather belt 'Smoldermoon'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +5 Dex offense ------ Mindpower +5 (+2 eff.) defense ------ Resistance +12% fire +6% cold other ------- EQ when Hit +0.08 Infravision +2 A belt that goes around your waist. |
In off hand | elemental iron dagger of enduring (100% power, 5 apr) elemental iron dagger of enduring (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/Nature 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 64 lightning damage (1/turn) While equipped: Stats +5 Con +7 Wil offense ------ Damage +7% lightning Ignore resists +7% lightning defense ------ Life +18.00 Sharp, short and deadly. |
Cloak | linen cloak 'Anysus' (1 def, 4 armour) linen cloak 'Anysus' (1 def, 4 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Armor +4 Defense +1 (+0 eff.) Resistance +6% nature +3% darkness Crit Resistance 5.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
wild infusion of the warrior (res 20%; physical; dur 4; cd 16) wild infusion of the warrior (res 20%; physical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% 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. |
shatter afflictions rune of the warrior (absorb 66; cd 12) shatter afflictions rune of the warrior (absorb 66; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 66 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 281; dur 4; cd 17) shielding rune of the sneak (absorb 281; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 281 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Armurath Armurath0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex defense ------ Resistance +12% cold +11% light +13% darkness Physical save +3 (+2 eff.) Blind Resist +22% other ------- Stamina/turn +3.00 Amulets make your neck look great! |
grounding copper amulet of magic (+3) =3 MAG AMMY= grounding copper amulet of magic (+3) =3 MAG AMMY=0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
Chargestrider =27 stun resiost= Chargestrider =27 stun resiost=0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con offense ------ Damage +6% lightning +12% cold defense ------ Resistance +24% cold +6% nature +5% arcane Spell save +11 (+4 eff.) Life Regen +1.00 Stun Resist +27% other ------- Max stamina +10.00 Rings make your fingers look great! |
conjurer's gold ring =6 MAG RING= conjurer's gold ring =6 MAG RING=0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +5 (+2 eff.) Rings make your fingers look great! |
marksman's steel ring of power marksman's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Physical Power +6 (+2 eff.) Spellpower +7 (+3 eff.) Mindpower +5 (+2 eff.) Accuracy +4 (+1 eff.) Rings make your fingers look great! |
psionicist's copper ring of tenacity psionicist's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Life +21.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +24% Rings make your fingers look great! |
rogue's copper ring of pilfering rogue's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +3 Cun offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +14 (+5 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savior's copper ring of lightning (+20%) savior's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
Flashwing the dwarven-steel dagger (118% power, 7 apr) Flashwing the dwarven-steel dagger (118% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 118% 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 +7 Critical Rate +6.0% Attack Speed 100% On-hit +4 arcane +13 cold On-Hit, radius 1 +16 fire On Critical: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Str offense ------ Physical Crit +7.0% Physical Power +8 (+3 eff.) Damage +9% arcane +7% physical Accuracy +16 (+4 eff.) defense ------ Resistance +5% arcane Sharp, short and deadly. |
steel greatmaul 'Earomahell' (127% power, 2 apr) =6 MAG WEPAON= steel greatmaul 'Earomahell' (127% power, 2 apr) =6 MAG WEPAON=5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 127% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 darkness Damage Against +10% Living On-Hit, radius 1 +10 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Wil +6 Mag offense ------ Physical Crit +9.0% Massive two-handed mauls. |
Adibrewyn the mossy mindstar (77% power, 12 apr, nature damage) =2 mag weapon= Adibrewyn the mossy mindstar (77% power, 12 apr, nature damage) =2 mag weapon=3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 77% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Wil +2 Mag offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Mind save +3 (+1 eff.) other ------- Max psi +11.00 Light +3 Talents +1 Attune Mindstar 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. |
Olurodan the Flashglamour (85% power, 18 apr, nature damage) Olurodan the Flashglamour (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +8 mind On-crit, radius 2 +4 fire On Hit: * 20% chance to reduce armor by 30% While equipped: offense ------ Mind Crit +4% Mindpower +4 (+1 eff.) Global Speed +4% On-Hit 6 fire Damage +8% fire Ignore resists +4% fire When Hit 10 mind defense ------ Resistance +7% fire other ------- Max hate +4.00 Talents +1 Attune Mindstar 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. |
steel waraxe (107% power, 3 apr) steel waraxe (107% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
rough leather belt 'Gunaneg' =3 mag belt= rough leather belt 'Gunaneg' =3 mag belt=1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun +3 Mag offense ------ Mindpower +3 (+1 eff.) Damage +9% arcane +3% mind defense ------ Crit Resistance 10.00% Physical save +5 (+3 eff.) Mind save +6 (+3 eff.) A belt that goes around your waist. |
spiritwalker's rough leather belt of unlife spiritwalker's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane While equipped: Stats +4 Mag defense ------ Resistance +6% blight other ------- Mana/turn +0.10 Max mana +23.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Ce'Nywe the Lightningbreak (1 def, 0 armour) =3 MAG CLOAK= Ce'Nywe the Lightningbreak (1 def, 0 armour) =3 MAG CLOAK=2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +2 Wil +3 Cun defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +6% cold Spell save +6 (+3 eff.) other ------- Max mana +43.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Venomrupture (3 def, 1 armour) =2 MAG BOOTS= Venomrupture (3 def, 1 armour) =2 MAG BOOTS=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Wil +2 Mag offense ------ When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Armor +1 Defense +3 (+1 eff.) Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.9 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +14 (+4 eff.) defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
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. |
Arynn (1 def, 0 armour) Arynn (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +10.00% Damage +11% light When Hit 2 acid On-Hit (Melee): * 10% chance to reduce armor by 30% defense ------ Defense +1 (+0 eff.) Resistance +16% light other ------- Max hate +2.00 A pointy cloth hat, very wizardly... |
Daypulverizer (0 def, 3 armour) =4 mag head= Daypulverizer (0 def, 3 armour) =4 mag head=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +4 Mag +3 Con offense ------ When Hit 2 light defense ------ Armor +3 Fatigue +5% Resistance +3% temporal +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tarryrek the rough leather cap (0 def, 3 armour) Tarryrek the rough leather cap (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +15 (+5 eff.) Damage +3% acid Ignore resists +5% acid defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
cured leather armour of the deep (6 def, 6 armour) =WATER BREATHING= cured leather armour of the deep (6 def, 6 armour) =WATER BREATHING=9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +6 (+2 eff.) Fatigue +7% Resistance +7% acid +6% cold other ------- Breathe water A suit of armour made of leather. |
Treekiller (15/15, 117% power, 7 apr) Treekiller (15/15, 117% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Arcane Weapon Damage 117% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 15 On-ranged-hit +17 cold On-Hit, radius 1 +16 nature On-crit, radius 2 +20 mind +20 nature +20 arcane Arrows are used with bows to pierce your foes to death. |
5 agate 5 agate0.0 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. |
227 alchemist agate 227 alchemist agate0.0 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. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 opal 2 opal0.0 Encumbrance 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Koredratar' (dig speed 37 turns) iron pickaxe 'Koredratar' (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Con offense ------ Accuracy +20 (+5 eff.) defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ivera the Coalripper =5 MAG LITE= Ivera the Coalripper =5 MAG LITE=2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +5 Mag offense ------ Ignore resists +5% darkness defense ------ Defense +5 (+2 eff.) Physical save +6 (+3 eff.) other ------- Light +6 See Invisibility +6 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. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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 207/400 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. |
Dairaduhell [power 110] (15 cooldown) =1 MAG TORQUE= Dairaduhell [power 110] (15 cooldown) =1 MAG TORQUE=2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag offense ------ Ignore Shields +30% defense ------ Resistance +6% darkness Crit Resistance 15.00% Life Regen +4.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Ebonygasher' [power 122] (15 cooldown) elm totem of healing 'Ebonygasher' [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +5 Str offense ------ Physical Crit +2.0% On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Armor +2 other ------- Stamina/turn +1.00 Light +1 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 ametrine0.0 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. |
10 citrine 10 citrine0.0 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. |
10 zircon 10 zircon0.0 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 Got The Blick On My Side the Dwarf Shadowblade level 11
30th Profit 122nd year of Ascendancy at 15:17 see stats
By Got The Blick On My Side the Dwarf Shadowblade level 22
13rd Shortage 122nd year of Ascendancy at 16:26 see stats
By Got The Blick On My Side the Dwarf Shadowblade level 10
4th Profit 122nd year of Ascendancy at 18:21 see stats
By Got The Blick On My Side the Dwarf Shadowblade level 20
4th Loss 122nd year of Ascendancy at 11:47 see stats
By Got The Blick On My Side the Dwarf Shadowblade level 6
21st Voratun 122nd year of Ascendancy at 05:06 see stats
By Got The Blick On My Side the Dwarf Shadowblade level 11
5th Profit 122nd year of Ascendancy at 12:40 see stats
By Got The Blick On My Side the Dwarf Shadowblade level 11
22nd Profit 122nd year of Ascendancy at 09:55 see stats
By Got The Blick On My Side the Dwarf Shadowblade level 18
37th Dearth 122nd year of Ascendancy at 07:45 see stats
By Got The Blick On My Side the Dwarf Shadowblade level 22
16th Shortage 122nd year of Ascendancy at 08:40 see stats
Log
Got The Blick On My Side is moving at extreme speed!
Talent Tumble is ready to use.
Urkis, the High Tempest casts Lightning.
Your shield crumbles under the damage!
The shield around Got The Blick On My Side crumbles.
Got The Blick On My Side is recovering from the damage!
Got The Blick On My Side 's fades into the shadows.
Got The Blick On My Side resists!
LIFE LOST WARNING!
Urkis, the High Tempest hits Got The Blick On My Side for (83 absorbed), 304 lightning (304 total damage).
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Got The Blick On My Side uses Infusion: Wild.
Got The Blick On My Side lessens the pain.
Got The Blick On My Side slows down.
Urkis, the High Tempest casts Shock.
Snow giant thunderer slows down.
Snow giant thunderer misses Got The Blick On My Side .
Snow giant thunderer is caught inside a Hurricane.
Urkis, the High Tempest's Shock hits Snow giant thunderer for 281 lightning damage.
Snow giant thunderer is dazed!
Snow giant thunderer is not dazed anymore.
Hurricane from Urkis, the High Tempest hits Snow giant thunderer for 141 lightning damage.
Hurricane from Urkis, the High Tempest hits Got The Blick On My Side for 124 lightning damage.
Got The Blick On My Side the level 22 dwarf shadowblade was bolted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
Space restabilizes around you.