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 / 28% |
Size | medium |
Lifes / Deaths | Killed by Xeridhena the rattlesnake at level 12 on the 2nd Dearth 122nd year of Ascendancy at 08:16 / 1 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 43 (base 35) |
Constitution | 22 (base 10) |
Magic | 11 (base 13) |
Willpower | 16 (base 10) |
Cunning | 38 (base 27) |
Resources
Life | -55/364 |
Mana | 100/196 |
Stamina | 3/158 |
Healing Factor | 1.1024166372473 |
Regeneration | 4.6852707083009 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +37% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
See Invisible | 9 |
Offense: Mainhand
Damage | 44 |
Accuracy | 50 |
Crit Chance | 16% |
APR | 9 |
Speed | 0.91 |
Offense: Offhand
Damage | 22 |
Accuracy | 50 |
Crit Chance | 16% |
APR | 9 |
Speed | 0.91 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Cold | +10% |
Acid | +20% |
Fire | +4% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 20 (44.574340358689%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 9 |
Mental Save | 22 |
Defense: Resistances
Acid | + 33%( 70%) |
Temporal | + 10%( 70%) |
Fire | + 25%( 70%) |
Cold | + 33%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Silence Resistance | 23% |
Instadeath Resistance | 100% |
Confusion Resistance | 47% |
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 312 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 546% 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 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
| 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. | active |
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 defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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 | undeterred pair of iron boots of tirelessness (0 def, 3 armour) undeterred pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +3 Fatigue +2% Silence Resist +23% Confus Resist +24% Stun Resist +21% other ------- Stamina/turn +0.40 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Galadugrim the brass lantern Galadugrim the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Dex +1 Wil +1 Cun +2 Con defense ------ Armor +10 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 | iron helm 'Ivetira' (0 def, 3 armour) iron helm 'Ivetira' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% Resistance +6% acid +3% temporal Physical save +3 (+3 eff.) Disease Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | powerful elm totem of stinging [power 116] (2/15 cooldown) powerful elm totem of stinging [power 116] (2/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Yvyrethra the Lavapiety Yvyrethra the Lavapiety0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Con offense ------ Damage +11% acid defense ------ Resistance +22% acid +3% fire other ------- See Invisibility +9 Rings make your fingers look great! |
On fingers | copper ring 'Poriyamira' copper ring 'Poriyamira'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +2 Wil +3 Con offense ------ Damage +9% acid defense ------ Mind save +6 (+3 eff.) Confus Resist +23% other ------- Infravision +1 Rings make your fingers look great! |
Around neck | insulating steel amulet of cunning (+4) insulating steel amulet of cunning (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +10% fire +13% cold Amulets make your neck look great! |
In main hand | quick iron dagger of massacre (115% power, 5 apr) quick iron dagger of massacre (115% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 115% 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% While equipped: Stats +1 Dex offense ------ Combat Speed +10% Accuracy +5 (+1 eff.) Sharp, short and deadly. |
On hands | cinder hardened leather gloves of dexterity (+3) (0 def, 2 armour) cinder hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 fire Damage +4% fire Accuracy +11 (+3 eff.) defense ------ Armor +2 Resistance +6% fire 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 | stormbringer's iron dagger of erosion (102% power, 5 apr) stormbringer's iron dagger of erosion (102% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Nature Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature On-crit, radius 2 +8 lightning +5 cold While equipped: offense ------ Move Speed +22% Ignore resists +5% lightning +7% cold Sharp, short and deadly. |
Cloak | linen cloak 'Neragatta' (1 def, 2 armour) =TELE RESIST= linen cloak 'Neragatta' (1 def, 2 armour) =TELE RESIST=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con defense ------ Armor +2 Defense +1 (+0 eff.) Life +20.00 Life Regen +4.00 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 | 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 (+2 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
shielding rune of the wizard (absorb 111; dur 4; cd 14) shielding rune of the wizard (absorb 111; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 111 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
quick steel dagger of crippling (102% power, 6 apr) quick steel dagger of crippling (102% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego++] Master Weapon Damage 102% 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 Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Dex offense ------ Physical Crit +6.0% Combat Speed +10% Accuracy +5 (+1 eff.) Sharp, short and deadly. |
truestriking iron dagger of evisceration (101% power, 5 apr) truestriking iron dagger of evisceration (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Master Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +5 (+3 eff.) Ignore resists +5% physical Accuracy +6 (+2 eff.) Ignore Armor +6 Sharp, short and deadly. |
flaming iron greatmaul of massacre (130% power, 1 apr) flaming iron greatmaul of massacre (130% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 131% 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 +9 fire Massive two-handed mauls. |
balanced steel greatsword of erosion (127% power, 2 apr) balanced steel greatsword of erosion (127% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature/Master Weapon Damage 127% 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 +9 nature While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +35% Massive two-handed swords. |
Zotar the ash magestaff (111% power, 3 apr, lightning element) Zotar the ash magestaff (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 1H weapon Reqs Mag 16 [Random Unique] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +4 Wil offense ------ Physical Crit +6.0% Spell Crit +16% Critical power +21.00% Physical Power +8 (+4 eff.) Spellpower +12 (+6 eff.) Damage +15% lightning Accuracy +7 (+2 eff.) defense ------ Resistance +3% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic iron waraxe (103% power, 2 apr) acidic iron waraxe (103% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 One-handed war axes. |
Berylin the Blackresolve Berylin the Blackresolve1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +3% acid Ignore resists +25% darkness When Hit 4 acid defense ------ Defense +9 (+3 eff.) Resistance +6% darkness Stealth +7 A belt that goes around your waist. |
Aeroritta (1 def, 11 armour) Aeroritta (1 def, 11 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +11 Defense +1 (+0 eff.) Resistance +10% cold Life +40.00 Healmod +5% Silence Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wretchpride (1 def, 0 armour) Wretchpride (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +12% nature Ignore resists +5% fire defense ------ Defense +1 (+0 eff.) Crit Resistance 5.00% other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xegassra the Daysorrow (1 def, 6 armour) Xegassra the Daysorrow (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil offense ------ Physical Crit +3.0% Ignore Armor +1 defense ------ Armor +6 Defense +1 (+0 eff.) other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Runukalthohell' (1 def, 0 armour) linen cloak 'Runukalthohell' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Physical Power +20 (+9 eff.) defense ------ Defense +1 (+0 eff.) Physical save +3 (+3 eff.) other ------- Hate-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of mindcraft (1 def, 0 armour) =3 cun cloak= regal linen cloak of mindcraft (1 def, 0 armour) =3 cun cloak=2.0 Encumbrance T1 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +5% defense ------ Defense +1 (+0 eff.) Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Plaguepall (0 def, 0 armour) Plaguepall (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Mind Crit +4% Damage +12% fire On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Resistance +18% fire +3% nature +7% all other ------- Hate-on-crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Barkusher (0 def, 1 armour) Barkusher (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Mag +2 Wil offense ------ Ignore resists +15% nature defense ------ Armor +1 Fatigue -4% Physical save +6 (+5 eff.) other ------- Encumbrance +22 Light +3 A pair of boots made of leather. |
Tundrahunter the pair of iron boots (0 def, 3 armour) Tundrahunter the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str offense ------ Physical Crit +6.0% defense ------ Armor +3 Fatigue +2% Resistance +6% cold other ------- Stamina/turn +0.40 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour) grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +1 Resistance +5% lightning +6% temporal other ------- Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
Glessra (1 def, 0 armour) Glessra (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex defense ------ Defense +1 (+0 eff.) Resistance +9% lightning +6% fire +6% cold Physical save +6 (+5 eff.) Life +60.00 Stun Resist +10% A pointy cloth hat, very wizardly... |
Huhir (1 def, 0 armour) Huhir (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 23% defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +8% temporal +5% arcane A pointy cloth hat, very wizardly... |
linen wizard hat 'Glorenn' (1 def, 0 armour) linen wizard hat 'Glorenn' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Str +3 Mag +3 Con offense ------ Damage +11% blight defense ------ Defense +1 (+0 eff.) Resistance +11% blight Crit Resistance 5.00% A pointy cloth hat, very wizardly... |
impenetrable steel mail armour of fire resistance (2 def, 12 armour) impenetrable steel mail armour of fire resistance (2 def, 12 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +12% Resistance +17% fire A suit of armour made of mail. |
cured leather armour of cold resistance (6 def, 4 armour) cured leather armour of cold resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +15% cold A suit of armour made of leather. |
prismatic rough leather armour (3 def, 2 armour) prismatic rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Arcane While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +10% light +11% darkness A suit of armour made of leather. |
iron plate armour of spell shielding (0 def, 7 armour) iron plate armour of spell shielding (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Ego] Arcane While equipped: defense ------ Armor +7 Fatigue +22% Resistance +5% arcane Spell save +12 (+11 eff.) A suit of armour made of metal plates. |
Aralewyn the iron pickaxe (dig speed 36 turns) Aralewyn the iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str offense ------ When Hit 6 mind defense ------ Armor +4 Fatigue -5% Resistance +1% physical other ------- Stamina/turn +1.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Blindtooth Blindtooth2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun offense ------ Mindpower +10 (+5 eff.) defense ------ Resistance +6% light +3% cold Life +41.00 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. |
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. |
Achievements
By Stagflation the Dwarf Shadowblade level 9
40th Profit 122nd year of Ascendancy at 20:39 see stats
By Stagflation the Dwarf Shadowblade level 10
7th Wealth 122nd year of Ascendancy at 11:15 see stats
By Stagflation the Dwarf Shadowblade level 6
19th Voratun 122nd year of Ascendancy at 08:48 see stats
By Stagflation the Dwarf Shadowblade level 6
9th Profit 122nd year of Ascendancy at 23:32 see stats
Log
Stagflation hits Xeridhena the rattlesnake for 18 physical, 2 fire, 7 darkness, 8 physical, 2 nature, 2 fire, 7 darkness (46 total damage).
Stagflation is not stunned anymore.
Melee retaliation hits Xeridhena the rattlesnake for 4 cold damage.
Bleeding from Xeridhena the rattlesnake hits Stagflation for 5 physical damage.
Explosive Saw from Xeridhena the rattlesnake hits Stagflation for 15 physical damage.
Poison from Xeridhena the rattlesnake hits Stagflation for 7 nature damage.
Xeridhena the rattlesnake's Beyond the Flesh hits Stagflation for (10 parried), 21 physical, 7 mind, 3 mind (30 total damage).
Xeridhena the rattlesnake uses Continuous Butchery.
Xeridhena the rattlesnake uses Charged Strike.
Xeridhena the rattlesnake misses Stagflation.
LIFE LOST WARNING!
Melee retaliation hits Xeridhena the rattlesnake for 8 cold damage.
Xeridhena the rattlesnake hits Stagflation for 19 lightning, 3 mind, 46 lightning (68 total damage).
Stagflation uses Heartseeker.
Stagflation hits Xeridhena the rattlesnake for 40 physical, 3 fire, 15 darkness, 23 physical, 3 nature, 3 fire, 15 darkness (102 total damage).
Stagflation is less vulnerable.
Talent Infusion: Movement is ready to use.
Talent Infusion: Wild is ready to use.
Melee retaliation hits Xeridhena the rattlesnake for 8 cold damage.
Bleeding from Xeridhena the rattlesnake hits Stagflation for 7 physical damage.
Explosive Saw from Xeridhena the rattlesnake hits Stagflation for 20 physical damage.
Poison from Xeridhena the rattlesnake hits Stagflation for 10 nature damage.
Xeridhena the rattlesnake's Beyond the Flesh hits Stagflation for 39 physical, 9 mind, 4 mind (52 total damage).
Xeridhena the rattlesnake uses Kinetic Strike.
Stagflation is pinned to the ground.
Melee retaliation hits Xeridhena the rattlesnake for 8 cold, 8 cold (16 total damage).
Xeridhena the rattlesnake hits Stagflation for 74 physical damage.
Stagflation the level 12 dwarf shadowblade was chopped into tiny pieces to death by Xeridhena the rattlesnake on level 2 of Norgos Lair.