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 / 27% |
Size | medium |
Lifes / Deaths | Killed by Dude's Inner Demon at level 14 on the 6th Wealth 122nd year of Ascendancy at 09:17 / 1 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 39 (base 34) |
Constitution | 15 (base 10) |
Magic | 16 (base 13) |
Willpower | 14 (base 10) |
Cunning | 34 (base 34) |
Resources
Life | -34/357 |
Mana | 128/198 |
Stamina | 43/169 |
Healing Factor | 1.0460311219418 |
Regeneration | 0.26150778048545 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
See Invisible | 9 |
Offense: Mainhand
Damage | 42 |
Accuracy | 46 |
Crit Chance | 20% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 46 |
Crit Chance | 24% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
All | 0% |
Physical | +15% |
Cold | +5% |
Nature | +6% |
Offense: Damage Penetration
Darkness | +10% |
Cold | +8% |
All | 0% |
Defense: Base
Armour (hardiness) | 39 (35.65183292883%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 7 |
Physical Save | 22 |
Spell Save | 20 |
Mental Save | 16 |
Defense: Resistances
Blight | + 3%( 70%) |
Physical | + 2%( 70%) |
Cold | + 31%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Light | + 6%( 70%) |
Temporal | + 17%( 70%) |
Darkness | + 11%( 70%) |
Fire | + 29%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
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 251 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 459% 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 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
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 |
| 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 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 within1 lumberjacks have died. | done |
Equipment
On feet | Mardoharandil the Darkgash (0 def, 5 armour) Mardoharandil the Darkgash (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex offense ------ Damage +9% physical Ignore resists +10% darkness Ignore Armor +1 defense ------ Armor +5 Fatigue +2% Resistance +6% lightning +6% fire +6% cold other ------- 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 | brass lantern 'Gunodir' brass lantern 'Gunodir'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Dex offense ------ Critical power +15.00% defense ------ Armor +10 Resistance +6% fire other ------- Stamina/turn +1.00 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. |
On head | Ivetta the iron helm (0 def, 3 armour) Ivetta the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +5 Dex defense ------ Armor +3 Fatigue +5% Resistance +7% cold other ------- Infravision +2 See Invisibility +9 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Erelychak the elm totem of healing [power 110] (15 cooldown) Erelychak the elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Mind Crit +5% defense ------ Resistance +3% blight +6% light Physical save +3 (+1 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | warrior's copper ring warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
On fingers | Fulideyon the Weepwar Fulideyon the Weepwar0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil +2 Con offense ------ Damage +6% nature When Hit 6 mind defense ------ Resistance +3% nature Spell save +11 (+6 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
Around waist | rough leather belt 'Mardikan' rough leather belt 'Mardikan'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% acid defense ------ Armor +6 Resistance +6% lightning +5% temporal +3% cold Physical save +9 (+4 eff.) Confus Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
In main hand | Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
On hands | sand dwarven-steel gauntlets of strength (+3) (0 def, 7 armour) sand dwarven-steel gauntlets of strength (+3) (0 def, 7 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) On-Hit 6 physical Damage +6% physical defense ------ Armor +7 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | elemental iron dagger of crippling (101% power, 5 apr) elemental iron dagger of crippling (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/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 Hit: * Create an explosion dealing 31 cold damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Damage +5% cold Ignore resists +8% cold Sharp, short and deadly. |
Cloak | linen cloak of the voidstalker (1 def, 0 armour) linen cloak of the voidstalker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Resistance +11% darkness +12% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% 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 | Torikan the cured leather armour (6 def, 4 armour) Torikan the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Master While equipped: offense ------ Physical Crit +3.0% Spell Crit +2% Critical power +11.00% Physical Power +6 (+2 eff.) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% cold +17% fire +2% physical Teleport Resist +10% A suit of armour made of leather. |
Inventory
healing infusion of the warrior (heal 82; cd 14) healing infusion of the warrior (heal 82; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Airguile the dwarven-steel mace (148% power, 4 apr) Airguile the dwarven-steel mace (148% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Random Unique] Disrupt/Master Weapon Damage 148% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 9% chance to slow global speed by 40% While equipped: Stats +2 Cun +2 Wil offense ------ Damage +9% lightning Ignore resists +5% all Accuracy +6 (+2 eff.) Ignore Armor +8 Blunt and deadly. |
Flarelace Flarelace4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: Stats +2 Wil +2 Con offense ------ Damage +12% fire defense ------ Resistance +3% lightning +6% cold Physical save +3 (+1 eff.) Mind save +9 (+6 eff.) other ------- Light +3 Masteries +0.10 Wild-gift/Fungus Regenerate 86 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
elm magestaff 'Toredir' (100% power, 2 apr, fire element) elm magestaff 'Toredir' (100% power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Dex +4 Con offense ------ Spell Crit +1% Physical Power +20 (+7 eff.) Spellpower +7 (+4 eff.) Damage +10% fire defense ------ Resistance +3% temporal Physical save +3 (+1 eff.) Life Regen +0.50 Healmod +13% other ------- Stamina/turn +1.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming iron waraxe of vileness (104% power, 2 apr) flaming iron waraxe of vileness (104% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 105% 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-hit +6 blight On-Hit, radius 1 +6 fire On Hit: * 7% chance to reduce strength, dexterity, and constitution by 13 One-handed war axes. |
Belutira the Cloudnull Belutira the Cloudnull1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Mindpower +5 (+3 eff.) Damage +6% lightning defense ------ Life +30.00 other ------- EQ when Hit +0.08 A belt that goes around your waist. |
Polireta Polireta1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +4 Wil +7 Cun offense ------ Damage +9% mind Against +15% Summoned defense ------ Defense +5 (+2 eff.) Resist Against +15% Summoned Confus Resist +20% other ------- Light +1 A belt that goes around your waist. |
Snowworm the linen cloak (1 def, 6 armour) Snowworm the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +9% acid +3% cold On-Hit (Melee): * 10% chance to reduce armor by 22% defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +6% fire +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Deepsschism' (1 def, 0 armour) linen cloak 'Deepsschism' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Mag +3 Cun offense ------ Mindpower +5 (+3 eff.) Damage +3% darkness Ignore resists +10% mind Accuracy +4 (+1 eff.) Ignore Armor +3 defense ------ Defense +1 (+0 eff.) Crit Resistance 10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 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. |
Aerozor (0 def, 3 armour) Aerozor (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Dex +1 Wil offense ------ Critical power +15.00% Physical Power +10 (+3 eff.) Ignore resists +10% arcane defense ------ Armor +3 other ------- Stamina/turn +0.40 Max stamina +13.00 A pair of boots made of leather. |
pair of iron boots 'Manukath' (0 def, 3 armour) pair of iron boots 'Manukath' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Mag +1 Con offense ------ Damage +6% arcane Ignore resists +10% arcane defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Radhyromirion (0 def, 1 armour) Radhyromirion (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +4 Str offense ------ Mind Crit +3% Physical Power +6 (+2 eff.) Accuracy +15 (+5 eff.) defense ------ Armor +1 Unlife -20.00 life 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. |
Aerinor (0 def, 1 armour) Aerinor (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) Ignore Armor +1 defense ------ Armor +1 Fatigue +1% Resistance +7% lightning +6% temporal +6% cold +3% fire Physical save +12 (+6 eff.) other ------- Stamina/turn +3.00 A cap made of leather. |
Cloudquell (0 def, 3 armour) Cloudquell (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Str +2 Dex defense ------ Armor +3 Fatigue +5% Resistance +3% lightning +6% cold Crit Resistance 10.00% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanarena the Gloomwaker (0 def, 1 armour) Xanarena the Gloomwaker (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Ignore resists +15% darkness When Hit 4 light defense ------ Armor +1 Fatigue +1% Resistance +6% blight +6% nature +9% acid Crit Resistance 5.00% Mind save +3 (+3 eff.) Unlife -20.00 life Healmod +10% A cap made of leather. |
41 alchemist agate 41 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. |
Durelen (dig speed 40 turns) Durelen (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +3% lightning +3% temporal +11% nature Disease Resist +20% Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 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. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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. |
Drygund the Ebonymaster [power 105] (15 cooldown) Drygund the Ebonymaster [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +18% darkness When Hit 2 mind defense ------ Resistance +3% darkness other ------- Light +3 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 121 physical damage Puts all charms on 15 turn cooldown 100% to heal for 37. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (25 cooldown) elm totem of summon tentacle [power 100] (25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 241 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. |
3 zircon 3 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 Dude the Dwarf Shadowblade level 10
18th Profit 122nd year of Ascendancy at 20:46 see stats
By Dude the Dwarf Shadowblade level 10
18th Profit 122nd year of Ascendancy at 20:45 see stats
By Dude the Dwarf Shadowblade level 6
20th Voratun 122nd year of Ascendancy at 07:46 see stats
By Dude the Dwarf Shadowblade level 6
30th Voratun 122nd year of Ascendancy at 23:11 see stats
By Dude the Dwarf Shadowblade level 10
35th Profit 122nd year of Ascendancy at 10:12 see stats
Log
Talent Dirty Fighting is ready to use.
Dude is not crippled anymore.
Dude's Inner Demon casts Shadow Grasp.
Dude is silenced!
Dude is disarmed!
Dude's Inner Demon hits Dude for 31 darkness damage.
Dude's Inner Demon casts Shadowstep.
Dude's Inner Demon is out of phase.
Dude's Inner Demon performs a melee critical strike against Dude!
Dude's fades into the shadows.
Dude's Inner Demon performs a melee critical strike against Dude!
Dude is not dazed!
Dude's Inner Demon hits Dude for 52 darkness, 5 physical, 11 darkness, 17 darkness, 5 physical, 11 darkness, 15 cold (114 total damage).
Melee retaliation hits Dude's Inner Demon for 2 mind, 2 mind (4 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Dude's Inner Demon uses Flurry.
Dude's Inner Demon misses Dude.
Dude's Inner Demon misses Dude.
Dude's Inner Demon misses Dude.
Dude's Inner Demon hits Dude for 19 physical, 5 physical, 11 darkness, 5 physical, 5 physical, 11 darkness, 15 cold, 16 physical, 5 physical, 11 darkness (101 total damage).
Melee retaliation hits Dude's Inner Demon for 1 mind, 1 mind, 3 mind (5 total damage).
Dude's Inner Demon deactivates Blade Flurry.
Dude's skin returns to normal.
Talent Disengage is ready to use.
Dude's Inner Demon hits Dude for 35 physical damage.
Melee retaliation hits Dude's Inner Demon for 3 mind, 3 mind (6 total damage).
Dude the level 14 dwarf shadowblade was mutilated to death by a Dude's Inner Demon on level 3 of Norgos Lair.