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 | 12 / 77% |
Size | medium |
Lifes / Deaths | Killed by Polema the copperhead snake at level 12 on the 10th Wealth 122nd year of Ascendancy at 13:34 / 1 |
Primary Stats
Strength | 19 (base 13) |
Dexterity | 28 (base 28) |
Constitution | 24 (base 10) |
Magic | 13 (base 13) |
Willpower | 24 (base 10) |
Cunning | 35 (base 31) |
Resources
Life | -95/384 |
Mana | 166/236 |
Stamina | 120/168 |
Healing Factor | 1.1172674059366 |
Regeneration | 0.27931685148414 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 5 |
See Invisible | 24 |
Offense: Mainhand
Damage | 31 |
Accuracy | 41 |
Crit Chance | 16% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 18 |
Accuracy | 41 |
Crit Chance | 16% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Temporal | +9% |
Nature | +4% |
Lightning | +11% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Temporal | +5% |
Lightning | +5% |
Cold | +8% |
All | 0% |
Defense: Base
Armour (hardiness) | 2 (44.574340358689%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 23 |
Mental Save | 26 |
Defense: Resistances
Nature | + 13%( 70%) |
Acid | + 10%( 70%) |
Light | + 13%( 70%) |
Temporal | + 15%( 70%) |
Cold | + 27%( 70%) |
Lightning | + 27%( 70%) |
Mind | + 18%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Bleed Resistance | 10% |
Disarm Resistance | 42% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Knockback 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 325 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 457% 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 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 |
| 1/5 |
| 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 |
| 2/5 |
| 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 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+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 failed to protect the worried loremaster from death by storm drake hatchling. Escort: worried loremaster (level 1 of Ruins of Kor'Pul) | 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. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed warg claw. * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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 black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | 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 | Blazeworm the pair of rough leather boots (0 def, 1 armour) Blazeworm the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Ignore resists +5% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 defense ------ Armor +1 Resistance +6% mind Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Light source | Demonquill the brass lantern Demonquill the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +6% temporal On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Resistance +6% mind +3% temporal Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +5 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. |
On head | Coalspiker the linen wizard hat (1 def, 0 armour) Coalspiker the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ Damage +6% darkness Ignore resists +5% acid defense ------ Defense +1 (+1 eff.) Resistance +3% acid Mind save +6 (+3 eff.) other ------- Light +3 A pointy cloth hat, very wizardly... |
Tool | extending iron torque of mindblast [power 100] (10/15 cooldown) extending iron torque of mindblast [power 100] (10/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | titan's copper ring of lightning (+22%) titan's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | copper ring of tenacity copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +22.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +23% Rings make your fingers look great! |
Around waist | Getekalthogen the rough leather belt Getekalthogen the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str defense ------ Defense +9 (+3 eff.) Resistance +6% cold Spell save +9 (+5 eff.) Stealth +5 Cut Resist +10% Silence Resist +10% other ------- See Invisibility +6 A belt that goes around your waist. |
In main hand | thought-forged iron dagger of enduring (98% power, 5 apr) thought-forged iron dagger of enduring (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Nature/Psionic Weapon Damage 99% 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 +5 mind On Hit: * 12% chance to reduce all saves and defense by 17 While equipped: Stats +8 Wil +2 Cun +6 Con defense ------ Life +10.00 Sharp, short and deadly. |
On hands | Boratozilakor the Dazzlescar (0 def, 1 armour) Boratozilakor the Dazzlescar (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 nature Damage +4% nature +3% temporal Ignore resists +5% temporal defense ------ Armor +1 Resistance +6% temporal +6% nature +6% light 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. |
In off hand | balanced iron dagger of phasing (100% power, 10 apr) balanced iron dagger of phasing (100% power, 10 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 +10 Critical Rate +4.0% Attack Speed 100% Ignore Shields +11% While equipped: offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +21% Sharp, short and deadly. |
Cloak | linen cloak 'Cyrylrawe' (1 def, 0 armour) linen cloak 'Cyrylrawe' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Con offense ------ Critical power +5.00% Spellpower/crit +2 defense ------ Defense +1 (+1 eff.) Spell save +6 (+3 eff.) other ------- See Invisibility +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
regeneration infusion of the titan (heal 142; 12 cd) regeneration infusion of the titan (heal 142; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 142 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, light, blight, fire, mind, darkness) Prismatic Rune (6 turns; physical, light, blight, fire, mind, darkness)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 3 light, 5 blight, 4 fire, 4 mind, 3 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Goth the Searthorn Goth the Searthorn0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +6% light +3% acid defense ------ Resistance +9% acid +3% fire Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
steel battleaxe of erosion (117% power, 2 apr) steel battleaxe of erosion (117% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Nature Weapon Damage 117% 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 +10 nature Massive two-handed battleaxes. |
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 (98% power, 5 apr) iron dagger (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 99% 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. |
flaming iron greatmaul of massacre (133% power, 1 apr) flaming iron greatmaul of massacre (133% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-Hit, radius 1 +7 fire Massive two-handed mauls. |
steel greatsword of dampening (123% power, 2 apr) steel greatsword of dampening (123% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Disrupt Weapon Damage 123% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: defense ------ Resistance +10% acid +13% lightning +10% fire +13% cold +6% all Spell save +9 (+5 eff.) Massive two-handed swords. |
steel greatsword of erosion (129% power, 2 apr) steel greatsword of erosion (129% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Nature Weapon Damage 130% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 nature Massive two-handed swords. |
Surefire Surefire4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
honing vined mindstar of clarity (85% power, 18 apr, nature damage) honing vined mindstar of clarity (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic 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% While equipped: Stats +1 Cun +2 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +2% physical Ignore resists +2% physical defense ------ Resistance +3% physical Mind save +3 (+1 eff.) other ------- Max psi +16.00 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. |
vined mindstar of resolve (87% power, 18 apr, nature damage) vined mindstar of resolve (87% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 87% 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% While equipped: Stats +2 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Spell save +3 (+2 eff.) other ------- 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. |
Layowen Layowen4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +9 acid +7 fire +8 arcane While equipped: Stats +2 Wil offense ------ Mind Crit +2% Mindpower +5 (+2 eff.) Damage +11% acid +10% fire +3% blight Ignore resists +5% all Accuracy +6 (+2 eff.) Ignore Armor +6 Slings are used to hurl stones or metal shots at your foes. |
potent elm magestaff of fate (104% power, 2 apr, lightning element) potent elm magestaff of fate (104% power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 105% 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 +4% Spellpower +6 (+3 eff.) Damage +12% lightning defense ------ Physical save +5 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Cinderwill the rough leather belt Cinderwill the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) Ignore resists +10% fire defense ------ Resistance +9% fire Physical save +6 (+3 eff.) other ------- Stamina/turn +3.00 A belt that goes around your waist. |
Duskwell the linen cloak (7 def, 0 armour) Duskwell the linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Defense +7 (+3 eff.) Resistance +3% light +3% mind +9% darkness Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bleakrip the linen robe (0 def, 0 armour) Bleakrip the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +1 Dex +1 Mag offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Ignore resists +15% lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Resistance +7% all Mind save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xetta the woollen robe (2 def, 3 armour) Xetta the woollen robe (2 def, 3 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Con offense ------ Damage +7% acid +7% physical +8% cold +5% nature +6% fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 13 defense ------ Armor +3 Defense +2 (+1 eff.) Resistance +11% acid +13% physical +12% cold +10% fire +9% all Physical save +16 (+8 eff.) Poison Resist +21% Disease Resist +22% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +5% cold other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
scholar's pair of rough leather boots of speed (0 def, 1 armour) scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
Balancewill the linen wizard hat (1 def, 0 armour) Balancewill the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +3 Mag offense ------ Damage +3% cold Ignore resists +5% nature When Hit 2 nature defense ------ Defense +1 (+1 eff.) Resistance +6% nature +6% blight A pointy cloth hat, very wizardly... |
Ce'Nida the linen wizard hat (1 def, 0 armour) Ce'Nida the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Cun offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +1 (+1 eff.) Resistance +3% acid +3% fire +5% arcane other ------- EQ when Hit +0.80 Psi when Hit +0.70 Hate when Hit +0.80 A pointy cloth hat, very wizardly... |
Haruroddamnir (1 def, 0 armour) Haruroddamnir (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +11% fire defense ------ Defense +1 (+1 eff.) Resistance +3% mind +16% fire Blind Resist +20% A pointy cloth hat, very wizardly... |
Wretchwar (0 def, 3 armour) Wretchwar (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Disrupt While equipped: Stats +4 Dex offense ------ Physical Power +5 (+3 eff.) Ignore resists +15% nature When Hit 4 nature 4 physical defense ------ Armor +3 Fatigue +5% Resistance +6% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Normal] While equipped: 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 'Coalstun' (0 def, 1 armour) rough leather cap 'Coalstun' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Ignore resists +10% darkness +5% arcane defense ------ Armor +1 Fatigue +1% Spell save +3 (+2 eff.) other ------- Mana-on-crit +1.00 Max mana +60.00 A cap made of leather. |
impenetrable steel mail armour (2 def, 13 armour) impenetrable steel mail armour (2 def, 13 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +13 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of resilience (2 def, 4 armour) iron mail armour of resilience (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training [Ego] Nature While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Life +22.00 A suit of armour made of mail. |
steel mail armour of stability (2 def, 6 armour) steel mail armour of stability (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +5% physical Physical save +12 (+6 eff.) A suit of armour made of mail. |
cured leather armour of command (12 def, 8 armour) cured leather armour of command (12 def, 8 armour)9.0 Encumbrance T2 light armor [Ego+] Psionic While equipped: Stats +1 Cun defense ------ Armor +8 Defense +12 (+4 eff.) Fatigue +7% Mind save +12 (+6 eff.) A suit of armour made of leather. |
Ichorquick (0 def, 7 armour) Ichorquick (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Rare] Master While equipped: offense ------ Damage +3% nature Ignore resists +25% lightning +10% fire +5% nature When Hit 4 nature defense ------ Armor +7 Fatigue +22% Resistance +16% acid +3% fire +3% lightning A suit of armour made of metal plates. |
agate 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. |
61 alchemist agate 61 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. |
iron pickaxe 'Ulibar' (dig speed 38 turns) iron pickaxe 'Ulibar' (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str defense ------ Defense +20 (+7 eff.) Fatigue -5% Resistance +3% light +3% darkness +5% arcane While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns) sapper's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +4 (+1 eff.) 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 (+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. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +42.00 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. |
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. |
overpowered iron torque of mindblast [power 150] (10/19 cooldown) overpowered iron torque of mindblast [power 150] (10/19 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 150 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. |
quick elm totem of healing [power 110] (10/10 cooldown) quick elm totem of healing [power 110] (10/10 cooldown)2.0 Encumbrance T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 10 turn cooldown Natural totems are made by powerful wilders to store nature power. |
ametrine 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. |
2 citrine 2 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. |
zircon 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 Meeps the Dwarf Shadowblade level 11
43rd Profit 122nd year of Ascendancy at 09:24 see stats
By Meeps the Dwarf Shadowblade level 10
26th Profit 122nd year of Ascendancy at 12:56 see stats
By Meeps the Dwarf Shadowblade level 6
19th Voratun 122nd year of Ascendancy at 15:44 see stats
By Meeps the Dwarf Shadowblade level 6
3rd Acquisition 122nd year of Ascendancy at 07:42 see stats
By Meeps the Dwarf Shadowblade level 10
29th Profit 122nd year of Ascendancy at 21:49 see stats
Log
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Meeps uses Infusion: Movement.
Meeps is moving at extreme speed!
Infusion: Movement is still on cooldown for 16 turns.
Meeps is no longer poisoned.
Meeps has finished recovering.
Talent Disengage is ready to use.
Talent Dirty Fighting is ready to use.
Talent Dig is ready to use.
Talent Phase Door is ready to use.
Meeps slows down.
Talent Dual Strike is ready to use.
Meeps is no longer weakened.
Meeps overcomes the gloom
Talent Expose Weakness is ready to use.
Polema the copperhead snake casts Tentacled Wings.
Polema the copperhead snake hits Meeps for 146 blight damage.
Melee retaliation hits Polema the copperhead snake for 10 cold damage.
Meeps the level 12 dwarf shadowblade was fouled to death by Polema the copperhead snake on level 2 of Norgos Lair.