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 | 14 / 18% |
Size | big |
Lifes / Deaths | Killed by Isyvena the drem at level 14 on the 22nd Wealth 122nd year of Ascendancy at 14:53 / 1 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 46 (base 39) |
Constitution | 13 (base 10) |
Magic | 11 (base 13) |
Willpower | 17 (base 10) |
Cunning | 39 (base 29) |
Resources
Life | -61/389 |
Mana | 68/231 |
Stamina | 25/168 |
Healing Factor | 1.0283363011315 |
Regeneration | 0.25708407528288 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 44 |
Accuracy | 49 |
Crit Chance | 17% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 49 |
Crit Chance | 18% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Light | +9% |
Fire | +5% |
Arcane | +11% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
All | 0% |
Physical | +20% |
Fire | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 6 (51.69962066283%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 21 |
Mental Save | 26 |
Defense: Resistances
Mind | + 9%( 70%) |
Darkness | + 19%( 70%) |
Light | + 15%( 70%) |
Temporal | + 23%( 70%) |
Blight | + 3%( 70%) |
Physical | + 2%( 70%) |
Fire | + 22%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Knockback Resistance | 30% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Confusion Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 96 then cleanse 1 wound, poison, and disease effect. 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. |
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 508% 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 |
| 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 |
| 1/5 |
| 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 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 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 |
| 3/5 |
| 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 injured seer from death by war hound. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+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. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 honey tree root. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 | Ivebrekira the Duathelpiercer (0 def, 3 armour) Ivebrekira the Duathelpiercer (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +5.00% Damage +9% darkness defense ------ Armor +3 Fatigue +2% Resistance +1% physical Unlife -60.00 life other ------- Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Islumiwyn the Blazerigor Islumiwyn the Blazerigor2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 16 defense ------ Resistance +3% mind Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Velulewe the linen wizard hat (1 def, 0 armour) Velulewe the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Str +1 Wil offense ------ Damage +11% arcane Ignore resists +20% physical defense ------ Defense +1 (+1 eff.) Physical save +3 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Psi when Hit +0.04 Max mana +18.00 A pointy cloth hat, very wizardly... |
On hands | Silinn (0 def, 1 armour) Silinn (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +1 Resistance +6% light +1% physical Knockbk 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 | elm wand of shielding 'Sunmarrow' [power 116] (12/20 cooldown) elm wand of shielding 'Sunmarrow' [power 116] (12/20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% mind defense ------ Resistance +3% light +3% blight other ------- Light +2 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | sneakthief's copper ring of clarity sneakthief's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +4 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Mind save +7 (+4 eff.) Confus Resist +23% Rings make your fingers look great! |
On fingers | Giwyn the Furnacelash Giwyn the Furnacelash0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% light Ignore resists +5% fire defense ------ Resistance +6% light +3% fire Physical save +7 (+4 eff.) Spell save +7 (+3 eff.) Mind save +7 (+4 eff.) other ------- Psi when Hit +0.12 Max hate +6.00 Rings make your fingers look great! |
Around neck | copper amulet 'Obsidianbliss' copper amulet 'Obsidianbliss'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 4 fire On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Resistance +3% fire +6% darkness +11% temporal Pinning Resist +23% Knockbk Resist +20% Amulets make your neck look great! |
In main hand | elemental iron dagger (100% power, 5 apr) elemental iron dagger (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Arcane 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 27 fire damage (1/turn) While equipped: offense ------ Damage +5% fire Ignore resists +5% fire Sharp, short and deadly. |
Around waist | Uruhad the hardened leather belt Uruhad the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +3 Wil offense ------ Physical Power +6 (+2 eff.) Against +16% Summoned defense ------ Fatigue -5% Resistance +6% mind Resist Against +15% Summoned Spell save +6 (+3 eff.) other ------- Encumbrance +20 Size +1 A belt that goes around your waist. |
In off hand | caustic steel dagger of massacre (118% power, 6 apr) caustic steel dagger of massacre (118% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 119% 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-crit, radius 2 +5 acid +5 nature While equipped: offense ------ Ignore resists +5% acid +5% nature Ignore Armor +6 Sharp, short and deadly. |
Cloak | murderer's linen cloak of the voidstalker (1 def, 0 armour) murderer's linen cloak of the voidstalker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Cun +2 Dex offense ------ Accuracy +4 (+2 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Resistance +13% darkness +12% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | marauder's rough leather armour of fire resistance (6 def, 2 armour) marauder's rough leather armour of fire resistance (6 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Master While equipped: Stats +4 Str +3 Dex defense ------ Armor +2 Defense +6 (+2 eff.) Fatigue +6% Resistance +16% fire Physical save +5 (+3 eff.) A suit of armour made of leather. |
Inventory
Dawnwind (98% power, 5 apr) Dawnwind (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane 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-crit, radius 2 +8 light On Critical: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 While equipped: Stats +1 Con offense ------ Physical Power +20 (+7 eff.) defense ------ Defense +10 (+4 eff.) Sharp, short and deadly. |
Kilndream the rough leather belt Kilndream the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +6 Str +1 Mag offense ------ Damage +3% acid Ignore resists +5% fire defense ------ Life +30.00 other ------- Infravision +2 A belt that goes around your waist. |
Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Xerodalle' =1 stam turn= rough leather belt 'Xerodalle' =1 stam turn=1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Dex offense ------ Mindpower +3 (+2 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Physical save +15 (+8 eff.) other ------- Stamina/turn +1.00 A belt that goes around your waist. |
Blazevice the linen cloak (1 def, 0 armour) Blazevice the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% temporal Ignore resists +5% light defense ------ Defense +1 (+1 eff.) Resistance +3% light Crit Resistance 5.00% Life +34.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Frosthacker' (1 def, 0 armour) linen cloak 'Frosthacker' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Cun offense ------ Damage +9% cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 defense ------ Defense +1 (+1 eff.) other ------- Infravision +1 See Invisibility +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (1 def, 0 armour) linen cloak of battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hazeraider (0 def, 3 armour) Hazeraider (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Ignore resists +5% cold defense ------ Armor +3 Fatigue +2% Resistance +3% light +6% darkness Healmod +10% Teleport Resist +20% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.9 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 185% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sunenvy the pair of rough leather boots (0 def, 1 armour) =4dex= Sunenvy the pair of rough leather boots (0 def, 1 armour) =4dex=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Mind Crit +2% Damage +6% light defense ------ Armor +1 Resistance +3% light +9% acid Stealth +6 other ------- EQ when Hit +0.04 Max psi +10.00 A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +5 (+3 eff.) other ------- Encumbrance +20 Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
steady rough leather gloves of magic (+2) (0 def, 1 armour) steady rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +3% arcane Accuracy +6 (+2 eff.) defense ------ Armor +1 Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +21% 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. |
storm iron gauntlets of dexterity (+3) (0 def, 1 armour) storm iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 lightning Damage +4% lightning Accuracy +11 (+4 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% lightning 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. |
Emeliwen the Splendoursweeper (0 def, 1 armour) Emeliwen the Splendoursweeper (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% Resistance +1% physical Unlife -40.00 life Poison Resist +10% other ------- Light +1 A cap made of leather. |
iron helm 'Eremagarig' (0 def, 4 armour) iron helm 'Eremagarig' (0 def, 4 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Mag offense ------ Spell Crit +1% Critical power +5.00% When Hit 6 blight defense ------ Armor +4 Fatigue +5% other ------- Max mana +100.00 Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating rough leather armour of resilience (3 def, 2 armour) rejuvenating rough leather armour of resilience (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +20.00 Life Regen +2.40 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
rough leather armour of lightning resistance (3 def, 2 armour) rough leather armour of lightning resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% lightning A suit of armour made of leather. |
Dryrion (16/16, 113% power, 5 apr) Dryrion (16/16, 113% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 113% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +5 Critical Rate +1.0% Capacity 16 Projectile Speed +200% On-ranged-hit +4 physical On-Hit, radius 1 +4 physical While equipped: other ------- Reload +4 Arrows are used with bows to pierce your foes to death. |
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. |
50 alchemist agate 50 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. |
Falokor the iron pickaxe (dig speed 29 turns) Falokor the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Critical power +10.00% Ignore resists +10% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 other ------- Psi when Hit +0.04 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 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. |
miner's iron pickaxe (dig speed 31 turns) miner's iron pickaxe (dig speed 31 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. |
5 spinel 5 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. |
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. |
elm totem of summon tentacle [power 100] (12/25 cooldown) elm totem of summon tentacle [power 100] (12/25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 234 Base Damage: 100 Armor: 0 All Resist: 0 Puts all charms on 25 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. |
citrine 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. |
Achievements
By Twizzie the Dwarf Shadowblade level 10
39th Profit 122nd year of Ascendancy at 01:24 see stats
By Twizzie the Dwarf Shadowblade level 10
16th Profit 122nd year of Ascendancy at 11:28 see stats
By Twizzie the Dwarf Shadowblade level 6
19th Voratun 122nd year of Ascendancy at 20:13 see stats
By Twizzie the Dwarf Shadowblade level 6
6th Profit 122nd year of Ascendancy at 10:05 see stats
By Twizzie the Dwarf Shadowblade level 6
8th Profit 122nd year of Ascendancy at 01:23 see stats
Log
Nightmare from Aeryvena the fox hits Shadow for 0 darkness damage.
Glorylle the dremling is less vulnerable.
Glorylle the dremling is not dazed anymore.
Thought-forged warrior is suffering from insomnia.
Nightmare from Aeryvena the fox hits Thought-forged warrior for 8 darkness damage.
Aeryvena the fox activates Dream Prison.
Twizzie is no longer haunted
Talent Infusion: Healing is ready to use.
Twizzie uses Infusion: Healing.
Twizzie receives 99 healing from Infusion: Healing.
Twizzie is confused and fails to use Dual Strike.
Twizzie wanders around!
Bloated horror misses Twizzie.
Erupting Shadows hits Twizzie for 11 darkness damage.
Isyvena the drem's River of Souls hits Twizzie for 45 darkness damage.
Glorylle the dremling casts Lash Out.
Glorylle the dremling misses Twizzie.
Twizzie instinctively hardens his skin and ignores the attack!
Twizzie repels an attack from Glorylle the dremling.
Aeryvena the fox deactivates Dream Prison.
Xera the drem uses Willful Strike.
Twizzie was smashed!
Xera the drem hits Twizzie for 62 physical, 9 physical (71 total damage).
Twizzie seems more focused.
Bane of Confusion from Isyvena the drem hits Twizzie for 7 darkness damage.
Twizzie is confused and fails to use Expose Weakness.
Isyvena the drem's River of Souls hits Twizzie for 45 darkness damage.
Twizzie the level 14 dwarf shadowblade was darkened to death by Isyvena the drem on level 1 of The Deep Bellow.