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 / 92% |
Size | medium |
Lifes / Deaths | Killed by Gloralaith the giant venus flytrap at level 14 on the 30th Dearth 122nd year of Ascendancy at 06:37 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 43 (base 34) |
Constitution | 23 (base 10) |
Magic | 13 (base 13) |
Willpower | 14 (base 10) |
Cunning | 41 (base 38) |
Resources
Life | -121/437 |
Mana | 25/198 |
Stamina | 82/149 |
Healing Factor | 1.1099022211821 |
Regeneration | 0.27747555529554 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 53 |
Accuracy | 51 |
Crit Chance | 25% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 23 |
Accuracy | 51 |
Crit Chance | 21% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Blight | +3% |
Acid | +11% |
Offense: Damage Penetration
Nature | +5% |
Fire | +20% |
Arcane | +5% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 17 (46.411438024976%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 9 |
Mental Save | 22 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 10%( 70%) |
Mind | + 12%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Physical | + 15%( 70%) |
Fire | + 15%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Pinning Resistance | 26% |
Disarm Resistance | 70% |
Confusion Resistance | 42% |
Silence Resistance | 32% |
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 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 224 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: 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 469% 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 Constitution stat. |
Class Talents
Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.12 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 |
You failed to protect the lost tinker from death by Betesera the skeleton mage. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lost warrior from death by Ce'Namina the grizzly bear. Escort: lost warrior (level 3 of Trollmire) | failed |
You failed to protect the temporal explorer from death by large white snake. Escort: temporal explorer (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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed snow giant kidney. * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Marus of Elvala in creating an elixir of mastery. | 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 | Hellsthorn (0 def, 1 armour) Hellsthorn (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +4 Dex +1 Wil defense ------ Armor +1 Resistance +3% fire Crit Resistance 15.00% Silence Resist +22% Confus Resist +22% Stun Resist +21% other ------- Light +1 A pair of boots made of leather. |
Light source | Xutira Xutira2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +10% mind defense ------ Defense +10 (+3 eff.) Resistance +9% acid +3% mind +5% arcane Life +46.00 Disarm Resist +10% 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 | rough leather cap 'Kindleroar' (0 def, 1 armour) rough leather cap 'Kindleroar' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Fatigue +1% Resistance +3% lightning +6% fire +6% mind A cap made of leather. |
On hands | Galeharalathakhad the rough leather gloves (0 def, 1 armour) Galeharalathakhad the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +3 Cun +2 Con offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +1 Resistance +5% arcane +3% blight Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +20% other ------- Stamina/turn +2.00 See Invisibility +3 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 conjuration 'Gleambone' [power 110] (9/15 cooldown) elm wand of conjuration 'Gleambone' [power 110] (9/15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +3 Con offense ------ Ignore resists +5% arcane When Hit 4 light defense ------ Crit Resistance 5.00% other ------- Light +1 Fire a magical bolt dealing 110 fire damage Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks 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 | Hathadur the copper ring Hathadur the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con defense ------ Resistance +3% mind +6% acid Physical save +6 (+3 eff.) Silence Resist +10% Confus Resist +20% Rings make your fingers look great! |
On fingers | Dreruirek the steel ring Dreruirek the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Mag +2 Con offense ------ Damage +11% acid defense ------ Armor +6 Resistance +22% acid Life +22.00 Disarm Resist +20% Pinning Resist +26% Knockbk Resist +20% other ------- Infravision +3 Rings make your fingers look great! |
Around neck | Pusstriker the copper amulet Pusstriker the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% blight Ignore resists +5% nature Ignore Shields +30% defense ------ Resistance +6% nature other ------- Mana/turn +0.08 Masteries +0.12 Technique/Combat training Amulets make your neck look great! |
In main hand | Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 35% Cun, 65% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Around waist | rough leather belt 'Kindletooth' rough leather belt 'Kindletooth'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Dex offense ------ When Hit 6 light defense ------ Resistance +3% lightning Life +30.00 Disarm Resist +20% A belt that goes around your waist. |
In off hand | iron dagger 'Demonvenom' (101% power, 5 apr) iron dagger 'Demonvenom' (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +8 darkness +4 mind On-Hit, radius 1 +16 mind On-crit, radius 2 +8 mind On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: defense ------ Resistance +6% fire Sharp, short and deadly. |
Cloak | Kindlesweeper the linen cloak (1 def, 0 armour) Kindlesweeper the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex offense ------ Physical Crit +4.0% Physical Power +2 (+1 eff.) Ignore resists +20% fire defense ------ Defense +1 (+0 eff.) Fatigue -3% other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 25.26 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Inventory
movement infusion of the psychic (speed 608%; cd 17) movement infusion of the psychic (speed 608%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 608% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 3; phase 15; cd 13) blink rune of the psychic (range 3; phase 15; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 101; dur 4; cd 14) shielding rune of the wizard (absorb 101; 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 101 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. |
copper amulet copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
grounding copper amulet of cunning (+3) grounding copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +11% lightning Stun Resist +23% Amulets make your neck look great! |
Winterraider Winterraider0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% acid +3% mind Ignore resists +15% acid +5% cold defense ------ Physical save +7 (+3 eff.) Spell save +7 (+7 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
Zuburin the copper ring Zuburin the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun offense ------ When Hit 2 mind defense ------ Life Regen +2.00 Stun Resist +22% other ------- EQ when Hit +0.12 Max psi +30.00 Rings make your fingers look great! |
hateful steel battleaxe (118% power, 2 apr) hateful steel battleaxe (118% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Psionic Weapon Damage 119% 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 +9 darkness Damage Against +10% Living Massive two-handed battleaxes. |
balanced iron dagger of paradox (102% power, 5 apr) balanced iron dagger of paradox (102% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane/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 +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 temporal While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Resistance +5% temporal Disarm Resist +20% Sharp, short and deadly. |
truestriking iron dagger of crippling (102% power, 5 apr) truestriking iron dagger of crippling (102% power, 5 apr)1.0 Encumbrance T1 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 +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Ignore resists +6% physical Accuracy +7 (+2 eff.) Ignore Armor +5 Sharp, short and deadly. |
warbringer's iron dagger of projection (98% power, 5 apr) warbringer's iron dagger of projection (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Master/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: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Con offense ------ Physical Power +6 (+3 eff.) Ignore resists +6% physical defense ------ Disarm Resist +13% Sharp, short and deadly. |
balanced iron greatsword of massacre (129% power, 1 apr) balanced iron greatsword of massacre (129% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Master Weapon Damage 130% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +29% Massive two-handed swords. |
balanced steel longsword (107% power, 3 apr) balanced steel longsword (107% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Master Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +21% Sharp, long, and deadly. |
creative mossy mindstar (77% power, 12 apr, nature damage) creative mossy mindstar (77% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 77% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +6.00% Mindpower +2 (+1 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. |
mossy mindstar 'Yvimina' (72% power, 12 apr, mind damage) mossy mindstar 'Yvimina' (72% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On Hit: * 20 arcane resource burn While equipped: Stats +1 Cun +3 Wil offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% acid +3% fire +6% darkness +9% temporal Spell save +3 (+3 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. |
Issugund the rough leather belt Issugund the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Armor +4 Defense +15 (+5 eff.) Resistance +6% lightning +5% temporal +3% cold +3% blight Life Regen +4.00 Cut Resist +10% A belt that goes around your waist. |
rough leather belt 'Blazebiter' =4 MAGIC = rough leather belt 'Blazebiter' =4 MAGIC =1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Cun +4 Mag defense ------ Resistance +6% fire +3% light +12% cold other ------- See Invisibility +6 A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Beuletar' (1 def, 6 armour) linen cloak 'Beuletar' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +10% cold Crit Resistance 10.00% other ------- Light +3 Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dairukhad the linen robe (15 def, 0 armour) Dairukhad the linen robe (15 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +11% cold defense ------ Defense +15 (+5 eff.) Resistance +16% cold +5% arcane +7% all Unlife -60.00 life Disarm Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elyba the Filthwell (0 def, 0 armour) Elyba the Filthwell (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +10% acid +9% nature +3% lightning Ignore resists +5% lightning On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +15% acid +6% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isynne (0 def, 0 armour) Isynne (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +8 (+4 eff.) Damage +3% acid Ignore resists +10% blight defense ------ Resistance +7% all Mind save +15 (+7 eff.) other ------- Hate-on-crit +3.00 Max hate +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Braniretar the Pitchsever (20 def, 1 armour) Braniretar the Pitchsever (20 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +20% darkness defense ------ Armor +1 Defense +20 (+7 eff.) Unlife -40.00 life other ------- Stamina/turn +0.40 Max stamina +12.00 A pair of boots made of leather. |
Erelyhir the Fogveil (0 def, 1 armour) Erelyhir the Fogveil (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% lightning +3% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
Hilar the Coalgrind (0 def, 1 armour) Hilar the Coalgrind (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) Damage +6% darkness Ignore resists +15% darkness +5% cold Ignore Armor +3 defense ------ Armor +1 Resistance +12% lightning +3% cold +3% darkness A pair of boots made of leather. |
pair of rough leather boots 'Duatheloblivion' (0 def, 1 armour) pair of rough leather boots 'Duatheloblivion' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil +3 Con offense ------ Ignore resists +15% darkness +5% physical defense ------ Armor +1 Fatigue -4% Resistance +1% physical Physical save +6 (+3 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +5 (+2 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
Deepsstalker the iron gauntlets (0 def, 1 armour) Deepsstalker the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Rare] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +2% On-Hit 5 light Damage +3% light Ignore resists +15% darkness defense ------ Armor +1 Fatigue +1% Resistance +5% light 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. |
Hazeclamor (0 def, 1 armour) Hazeclamor (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +1 Resistance +3% cold +2% physical +5% arcane +6% temporal Physical save +5 (+2 eff.) Mind save +5 (+2 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. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Umbraoblivion the rough leather gloves (0 def, 1 armour) Umbraoblivion the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% darkness +9% cold Ignore resists +15% darkness Accuracy +6 (+2 eff.) defense ------ Armor +1 Resistance +6% acid +3% darkness Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Coalsting' (0 def, 1 armour) iron gauntlets 'Coalsting' (0 def, 1 armour)1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Mag +5 Cun offense ------ Physical Power +6 (+3 eff.) When Hit 4 darkness defense ------ Armor +1 Fatigue +1% 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. |
Eludath the rough leather cap (0 def, 9 armour) Eludath the rough leather cap (0 def, 9 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +9 Fatigue +1% Resistance +8% lightning +5% temporal +3% light Cut Resist +20% Silence Resist +20% A cap made of leather. |
Gymiba the Flashbright (0 def, 1 armour) =2 magic head= Gymiba the Flashbright (0 def, 1 armour) =2 magic head=2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +2 Mag offense ------ Damage +3% fire Ignore resists +10% mind defense ------ Armor +1 Fatigue +1% Resistance +6% blight +3% fire +6% nature other ------- Max hate +4.00 See Invisibility +9 A cap made of leather. |
insulating rough leather cap of dexterity (+3) (0 def, 1 armour) insulating rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% fire +5% cold A cap made of leather. |
linen wizard hat 'Tarrerim' (1 def, 4 armour) linen wizard hat 'Tarrerim' (1 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Dex +3 Cun +1 Con offense ------ Damage +10% nature Ignore resists +10% physical Accuracy +5 (+2 eff.) defense ------ Armor +4 Defense +1 (+0 eff.) Resistance +15% nature A pointy cloth hat, very wizardly... |
psion's linen wizard hat (1 def, 0 armour) psion's linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +5 (+2 eff.) Damage +6% mind defense ------ Defense +1 (+0 eff.) Resistance +7% mind Physical save +5 (+2 eff.) Mind save +6 (+3 eff.) other ------- Max psi +11.00 A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Bidevor (2 def, 4 armour) Bidevor (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats +2 Mag +2 Wil offense ------ Mindpower +10 (+5 eff.) defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +13% blight +13% darkness Life Regen +4.00 other ------- Hate-on-crit +3.00 Light +1 A suit of armour made of mail. |
impenetrable steel mail armour of cold resistance (2 def, 13 armour) impenetrable steel mail armour of cold resistance (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% Resistance +16% cold A suit of armour made of mail. |
impenetrable steel mail armour of fire resistance (2 def, 11 armour) impenetrable steel mail armour of fire resistance (2 def, 11 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% fire A suit of armour made of mail. |
iron mail armour of the deep (2 def, 6 armour) iron mail armour of the deep (2 def, 6 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training [Ego+] Nature While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +6% cold other ------- Breathe water A suit of armour made of mail. |
steel shield of fire resistance (+19%) (0 def, 4 armour, 41.5 block) steel shield of fire resistance (+19%) (0 def, 4 armour, 41.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +19% fire other ------- Talents +1 Block Handheld deflection devices. |
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. |
iron pickaxe 'Flashbearer' (dig speed 29 turns) iron pickaxe 'Flashbearer' (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Cun offense ------ Accuracy +4 (+1 eff.) defense ------ Resistance +3% lightning +9% nature +3% light Teleport Resist +10% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(58 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 +41.00 other ------- Light +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. |
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. |
iron torque of psionic shield [power 23] (9/25 cooldown) iron torque of psionic shield [power 23] (9/25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
2 zircon 2 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 Halfling Ruins Slayer the Dwarf Shadowblade level 11
6th Wealth 122nd year of Ascendancy at 18:52 see stats
By Halfling Ruins Slayer the Dwarf Shadowblade level 10
33rd Profit 122nd year of Ascendancy at 17:14 see stats
By Halfling Ruins Slayer the Dwarf Shadowblade level 6
20th Voratun 122nd year of Ascendancy at 00:02 see stats
By Halfling Ruins Slayer the Dwarf Shadowblade level 7
13rd Profit 122nd year of Ascendancy at 03:27 see stats
By Halfling Ruins Slayer the Dwarf Shadowblade level 13
6th Dearth 122nd year of Ascendancy at 21:52 see stats
Log
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Halfling Ruins Slayer uses Infusion: Movement.
Halfling Ruins Slayer is moving at extreme speed!
Infusion: Movement is still on cooldown for 12 turns.
Infusion: Movement is still on cooldown for 12 turns.
Infusion: Movement is still on cooldown for 12 turns.
Infusion: Movement is still on cooldown for 12 turns.
Agony from Gloralaith the giant venus flytrap hits Halfling Ruins Slayer for 20 mind damage.
Poison from Gloralaith the giant venus flytrap hits Halfling Ruins Slayer for 125 nature damage.
LIFE LOST WARNING!
Halfling Ruins Slayer uses Tumble.
Halfling Ruins Slayer uses Tumble.
Halfling Ruins Slayer slows down.
Halfling Ruins Slayer uses Resilience of the Dwarves.
Halfling Ruins Slayer's skin turns to stone.
Halfling Ruins Slayer stops being poisoned.
Talent Stealth is ready to use.
Talent Shadowstep is ready to use.
Agony from Gloralaith the giant venus flytrap hits Halfling Ruins Slayer for 30 mind damage.
Halfling Ruins Slayer activates Stealth.
Halfling Ruins Slayer's can be afflicted again.
Agony from Gloralaith the giant venus flytrap hits Halfling Ruins Slayer for 40 mind damage.
Halfling Ruins Slayer the level 14 dwarf shadowblade was mindraped to death by Gloralaith the giant venus flytrap on level 3 of Norgos Lair.