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 | 23 / 23% |
Size | medium |
Lifes / Deaths | Killed by Poremina the gigantic gravity worm at level 23 on the 11st Iron 123rd year of Ascendancy at 00:30 / 1 |
Primary Stats
Strength | 27 (base 10) |
Dexterity | 66 (base 53) |
Constitution | 16 (base 10) |
Magic | 24 (base 22) |
Willpower | 30 (base 10) |
Cunning | 60 (base 33) |
Resources
Life | -117/559 |
Mana | 257/356 |
Stamina | 182/216 |
Healing Factor | 1.0545771506545 |
Regeneration | 0.26364428766369 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Invisible | 3 |
Offense: Mainhand
Damage | 75 |
Accuracy | 65 |
Crit Chance | 38% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 65 |
Crit Chance | 45% |
APR | 36 |
Speed | 0.90 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Arcane | +9% |
Mind | +18% |
All | 0% |
Lightning | +10% |
Light | +15% |
Temporal | +10% |
Physical | +3% |
Darkness | +25% |
Offense: Damage Penetration
Mind | +25% |
Arcane | +5% |
Fire | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 12 (64.574340358689%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 26 |
Mental Save | 38 |
Defense: Resistances
Mind | + 20%( 70%) |
Lightning | + 43%( 70%) |
Darkness | + 60%( 70%) |
Temporal | + 22%( 70%) |
Blight | + 17%( 70%) |
Acid | + 25%( 70%) |
Fire | + 23%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 50% |
Poison Resistance | 0% |
Confusion Resistance | 48% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 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 436 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 mental and physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic 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 580% 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 Cunning stat. |
Class Talents
Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+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. | done |
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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. Marus of Elvala has completed an elixir of mastery without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed bloated horror heart. * You've found the needed sandworm tooth. | 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 | Aerann the pair of iron boots (0 def, 3 armour) Aerann the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Physical Crit +4.0% Damage +3% physical Accuracy +10 (+2 eff.) defense ------ Armor +3 Fatigue +2% Resistance +3% acid Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -60.00 life other ------- Stamina/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Dairedotar the Shockzephyr =IGNORE SHIELDS LIET= Dairedotar the Shockzephyr =IGNORE SHIELDS LIET=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Spell Crit +1% Spellpower +20 (+7 eff.) Damage +6% mind Ignore Shields +30% defense ------ Resistance +9% lightning Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +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 | dwarven-steel helm 'Lisida' (0 def, 4 armour) dwarven-steel helm 'Lisida' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +8 Str offense ------ Ignore resists +5% arcane When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Armor +4 Fatigue +4% Physical save +13 (+4 eff.) other ------- Mana/turn +0.08 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 85.2 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Brodulaharachak the iron gauntlets (0 def, 1 armour) =TRACKI GLOVES= Brodulaharachak the iron gauntlets (0 def, 1 armour) =TRACKI GLOVES=1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ Damage +12% mind Ignore resists +15% mind Accuracy +6 (+1 eff.) When Hit 8 mind defense ------ Armor +1 Fatigue +1% Resistance +6% darkness +12% acid other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ash totem of healing 'Smolderprophet' [power 176] (10/15 cooldown) ash totem of healing 'Smolderprophet' [power 176] (10/15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Str +1 Con offense ------ Physical Power +15 (+5 eff.) Ignore resists +25% fire Ignore Armor +2 Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 turn cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
On fingers | Bethonne the Cloudtouch Bethonne the Cloudtouch0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str offense ------ Damage +10% lightning Ignore resists +10% mind defense ------ Armor +4 Resistance +26% lightning +9% mind Mind save +6 (+3 eff.) Confus Resist +25% Rings make your fingers look great! |
On fingers | copper ring 'Singedash' copper ring 'Singedash'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +2 Wil +2 Cun defense ------ Resistance +12% fire Mind save +6 (+3 eff.) Confus Resist +23% other ------- See Invisibility +3 Rings make your fingers look great! |
Around neck | copper amulet 'Magmavein' copper amulet 'Magmavein'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Physical Crit +2.0% Ignore resists +5% fire defense ------ Defense +15 (+3 eff.) Physical save +3 (+1 eff.) Amulets make your neck look great! |
In main hand | stralite dagger 'Veleyalaith' (146% power, 9 apr) stralite dagger 'Veleyalaith' (146% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 147% 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 +9 Critical Rate +8.0% Attack Speed 100% On-hit +6 cold On-Hit, radius 1 +4 acid While equipped: offense ------ Physical Crit +5.0% Spell Crit +3% Critical power +18.00% Damage +3% acid Ignore Armor +10 other ------- Vim-on-crit +2.00 Sharp, short and deadly. |
Around waist | noble's rough leather belt of unlife noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Resistance +6% blight Resist Against +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Cun Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | Zubyyavea the Brightgasher (1 def, 0 armour) Zubyyavea the Brightgasher (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +2 Con offense ------ Damage +15% light defense ------ Defense +1 (+0 eff.) Resistance +11% darkness +11% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% other ------- Stamina/turn +2.00 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 | woollen robe 'Saluyath' (0 def, 0 armour) woollen robe 'Saluyath' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane While equipped: Stats +3 Dex +4 Mag +4 Wil +2 Cun offense ------ Spell Crit +2% Spellpower +4 (+1 eff.) Damage +10% temporal +25% darkness +9% arcane defense ------ Resistance +37% darkness +9% all other ------- Max mana +24.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the duelist (speed 672%; cd 10) movement infusion of the duelist (speed 672%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 672% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune of the warrior (power 12; resist 19%; move 43%; dur 5; cd 19) ethereal rune of the warrior (power 12; resist 19%; move 43%; dur 5; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 43% faster, and you are invisible (power 12). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Pusvortex the steel ring Pusvortex the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +3 Mag +3 Wil +3 Cun offense ------ Spellpower +6 (+2 eff.) Damage +9% blight Ignore resists +10% nature When Hit 4 nature defense ------ Armor +6 Mind save +6 (+3 eff.) Rings make your fingers look great! |
titan's gold ring of lightning (+22%) =5 CON RING= titan's gold ring of lightning (+22%) =5 CON RING=0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +5 Con offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +10 (+3 eff.) Rings make your fingers look great! |
dwarven-steel battleaxe of rage (135% power, 2 apr) dwarven-steel battleaxe of rage (135% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 136% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +7% physical Accuracy +7 (+2 eff.) Massive two-handed battleaxes. |
Greenlady (104% power, 6 apr) Greenlady (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 105% 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-hit +6 darkness +4 nature Damage Against +5% Living On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 69 damage While equipped: offense ------ Damage +6% nature Ignore resists +5% fire defense ------ Resistance +9% fire Sharp, short and deadly. |
elemental steel dagger (104% power, 6 apr) elemental steel dagger (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane Weapon Damage 105% 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 Hit: * Create an explosion dealing 69 lightning damage (1/turn) While equipped: offense ------ Damage +6% lightning Ignore resists +5% lightning Sharp, short and deadly. |
steel dagger of enduring (103% power, 6 apr) =5 CON WEAPON= steel dagger of enduring (103% power, 6 apr) =5 CON WEAPON=1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature Weapon Damage 104% 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% While equipped: Stats +5 Con +6 Wil defense ------ Life +24.00 Sharp, short and deadly. |
enhanced iron greatmaul (117% power, 1 apr) =6 mag weapon= enhanced iron greatmaul (117% power, 1 apr) =6 mag weapon=5.0 Encumbrance T1 greatmaul 2H weapon [Ego+] Nature Weapon Damage 117% 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% While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +7 Con Massive two-handed mauls. |
Spectral Blade (130% power, 25 apr) Spectral Blade (130% power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 131% Range: 1.0x-1.6x Uses 10% Mag, 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+2 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Heatarc Heatarc4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +3 Str offense ------ Physical Power +10 (+3 eff.) Damage +3% cold Ignore resists +15% fire defense ------ Armor +6 Resistance +9% mind Mind save +3 (+2 eff.) Pinning Resist +20% Slings are used to hurl stones or metal shots at your foes. |
penetrating hardened leather sling penetrating hardened leather sling4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego+] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +8% physical Slings are used to hurl stones or metal shots at your foes. |
blighted yew magestaff (120% power, 4 apr, cold element) blighted yew magestaff (120% power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +13 (+4 eff.) Damage +20% cold other ------- Vim-on-crit +3.00 Max vim +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe of rage (118% power, 4 apr) dwarven-steel waraxe of rage (118% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Master Weapon Damage 118% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Str offense ------ Damage +7% physical Accuracy +8 (+2 eff.) One-handed war axes. |
Elenuruizor =3 mag belt= Elenuruizor =3 mag belt=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Mag offense ------ Critical power +10.00% Damage +3% physical defense ------ Life +31.00 A belt that goes around your waist. |
Relgaregovon the rough leather belt Relgaregovon the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Str +1 Dex defense ------ Fatigue -5% Resistance +3% darkness +2% physical Poison Resist +10% Pinning Resist +10% other ------- Encumbrance +23 A belt that goes around your waist. |
cashmere robe of alchemy (0 def, 0 armour) cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +11% acid +8% physical +8% fire +10% cold defense ------ Resistance +10% acid +10% physical +10% fire +12% cold +11% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of life (0 def, 0 armour) verdant woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Nature While equipped: Stats +4 Con offense ------ Damage +8% nature defense ------ Resistance +5% blight +9% all Life +62.00 Life Regen +1.80 Healmod +12% Poison Resist +28% Disease Resist +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Numira the Glintnail (0 def, 1 armour) Ce'Numira the Glintnail (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Cun +6 Con offense ------ Damage +3% light Ignore resists +5% temporal defense ------ Armor +1 Physical save +11 (+3 eff.) Mind save +12 (+5 eff.) other ------- See Invisibility +6 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Winterbrawn the pair of rough leather boots (0 def, 1 armour) =9 magic boots= Winterbrawn the pair of rough leather boots (0 def, 1 armour) =9 magic boots=2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Str +9 Mag +3 Wil +1 Cun offense ------ Ignore resists +10% cold defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
pair of rough leather boots 'Earthtyphoon' (0 def, 1 armour) pair of rough leather boots 'Earthtyphoon' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Lck +4 Dex offense ------ Spellpower +5 (+2 eff.) Spellpower/crit +2 Ignore resists +20% nature defense ------ Armor +1 Stealth +6 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana-on-crit +1.00 Max vim +20.00 A pair of boots made of leather. |
Forestwake (0 def, 1 armour) Forestwake (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +3 Mag +1 Wil offense ------ On-Hit 5 cold Damage +4% cold Ignore resists +10% nature defense ------ Armor +1 Fatigue +1% Resistance +6% nature +5% cold 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. |
iron gauntlets of magic (+2) (0 def, 1 armour) =2 mag hands= iron gauntlets of magic (+2) (0 def, 1 armour) =2 mag hands=1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +3% arcane 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. |
radiant rough leather gloves (0 def, 1 armour) radiant rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 5 light Damage +3% light defense ------ Armor +1 Resistance +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves of dexterity (+2) (0 def, 1 armour) storm rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 lightning Damage +4% lightning Accuracy +10 (+2 eff.) defense ------ Armor +1 Resistance +6% lightning 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. |
Brodevon the iron helm (0 def, 3 armour) =4 CON HEAD= Brodevon the iron helm (0 def, 3 armour) =4 CON HEAD=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Wil +4 Con offense ------ On-Hit (Melee): * 20% chance to reduce armor by 31% defense ------ Armor +3 Fatigue +5% Crit Resistance 10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emitha the rough leather cap (5 def, 1 armour) Emitha the rough leather cap (5 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Defense +5 (+1 eff.) Fatigue +1% Resistance +9% lightning +11% darkness +3% nature +10% light Life +40.00 A cap made of leather. |
Fognail (0 def, 9 armour) Fognail (0 def, 9 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Physical Power +15 (+5 eff.) Ignore resists +5% lightning defense ------ Armor +9 Fatigue +5% Resistance +3% darkness +1% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Murkreek the cashmere wizard hat (2 def, 0 armour) Murkreek the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +8 Dex offense ------ Critical power +15.00% Damage +13% acid +6% nature defense ------ Defense +2 (+0 eff.) Resistance +19% acid Physical save +12 (+4 eff.) A pointy cloth hat, very wizardly... |
Quenchorder the linen wizard hat (1 def, 0 armour) Quenchorder the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +3% mind Ignore resists +20% fire +15% cold defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Shimmerpiety the iron helm (0 def, 3 armour) =4 MAG HEAD= Shimmerpiety the iron helm (0 def, 3 armour) =4 MAG HEAD=3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +4 Mag +1 Wil +3 Cun offense ------ Ignore resists +20% lightning defense ------ Armor +3 Fatigue +5% Resistance +10% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat of knowledge (2 def, 0 armour) cashmere wizard hat of knowledge (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
enlightening dwarven-steel mail armour of cold resistance (3 def, 8 armour) enlightening dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Resistance +20% cold Mind save +12 (+5 eff.) A suit of armour made of mail. |
prismatic steel mail armour of lightning resistance (2 def, 6 armour) prismatic steel mail armour of lightning resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +17% lightning +10% light +12% darkness A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+4 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 44.78 to 134.35 lightning damage (89.57 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
5 agate 5 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. |
103 alchemist agate 103 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. |
3 aquamarine 3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Foglady' (dig speed 30 turns) iron pickaxe 'Foglady' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +6 Str offense ------ Damage +3% physical defense ------ Resistance +3% darkness +1% physical other ------- Stamina/turn +3.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Glintprophet the brass lantern Glintprophet the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +3% light Ignore resists +15% light When Hit 11 fire defense ------ Resistance +6% light +6% fire Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana-on-crit +1.00 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. |
Loamnull the brass lantern Loamnull the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ When Hit 2 nature On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Armor +6 Mind save +6 (+3 eff.) Unlife -40.00 life other ------- Max stamina +10.00 Light +3 See Stealth +6 See Invisibility +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. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
brass lantern 'Betygakira' brass lantern 'Betygakira'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Critical power +10.00% defense ------ Physical save +7 (+2 eff.) Healmod +11% other ------- Max stamina +10.00 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. |
iron torque of clear mind 'Velewyn' [power 1] (10/25 cooldown) iron torque of clear mind 'Velewyn' [power 1] (10/25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex +4 Con defense ------ Resistance +6% cold +9% temporal Unlife -20.00 life Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 44. Torques are made by powerful psionics to store psionic powers. |
Satyrransom [power 230] (10/25 cooldown) Satyrransom [power 230] (10/25 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +9% nature Accuracy +10 (+2 eff.) On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Resistance +2% physical 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: 578 Base Damage: 248 Armor: 10 All Resist: 20 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
innervating elm totem of healing [power 110] (10/15 cooldown) innervating elm totem of healing [power 110] (10/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of shielding [power 110] (10/20 cooldown) elm wand of shielding [power 110] (10/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 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. |
6 citrine 6 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. |
5 zircon 5 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 IIIIIIII the Dwarf Shadowblade level 10
13rd Wealth 122nd year of Ascendancy at 04:28 see stats
By IIIIIIII the Dwarf Shadowblade level 21
9th Iron 123rd year of Ascendancy at 03:19 see stats
By IIIIIIII the Dwarf Shadowblade level 10
10th Wealth 122nd year of Ascendancy at 04:44 see stats
By IIIIIIII the Dwarf Shadowblade level 20
2nd Shortage 122nd year of Ascendancy at 03:38 see stats
By IIIIIIII the Dwarf Shadowblade level 6
19th Voratun 122nd year of Ascendancy at 21:13 see stats
By IIIIIIII the Dwarf Shadowblade level 6
31st Voratun 122nd year of Ascendancy at 04:12 see stats
By IIIIIIII the Dwarf Shadowblade level 6
2nd Acquisition 122nd year of Ascendancy at 04:22 see stats
By IIIIIIII the Dwarf Shadowblade level 17
15th Loss 122nd year of Ascendancy at 20:48 see stats
Log
Talent Infusion: Movement is ready to use.
Talent Stealth is ready to use.
IIIIIIII activates Stealth.
Rested for 13 turns (stop reason: all resources and life at maximum).
IIIIIIII deactivates Stealth.
The unstable sand tunnel collapses!
IIIIIIII casts Shadow Grasp.
IIIIIIII uses Resilience of the Dwarves.
IIIIIIII's skin turns to stone.
IIIIIIII casts Shadow Grasp.
Poremina the gigantic gravity worm is silenced!
Poremina the gigantic gravity worm is disarmed!
IIIIIIII hits Poremina the gigantic gravity worm for 145 darkness damage.
Poremina the gigantic gravity worm uses Fan of Knives.
Poremina the gigantic gravity worm's Fan of Knives performs a melee critical strike against IIIIIIII!
IIIIIIII reacts to an attack from Poremina the gigantic gravity worm's Fan of Knives, mitigating the blow!.
IIIIIIII is recovering from the damage!
IIIIIIII's fades into the shadows.
Poremina the gigantic gravity worm's Fan of Knives performs a melee critical strike against IIIIIIII!
Melee retaliation hits Poremina the gigantic gravity worm for 13 mind, 13 mind, 13 mind, 13 mind, 13 mind, 13 mind, 13 mind, 6 mind (94 total damage).
Poremina the gigantic gravity worm's Fan of Knives hits IIIIIIII for (17 parried), 76 physical, 3 physical, 3 lightning (81 total damage).
Greater Weapon Focus from Poremina the gigantic gravity worm hits IIIIIIII for (17 parried), 59 physical, 3 physical, 3 lightning, 72 physical, 3 physical, 3 lightning, 77 physical, 3 physical, 3 lightning (225 total damage).
Poremina the gigantic gravity worm's Fan of Knives hits IIIIIIII for (29 reacted , -4 stam), 92 physical, 3 physical, 3 lightning (98 total damage).
Poremina the gigantic gravity worm's Fan of Knives hits IIIIIIII for 84 physical, 3 physical, 3 lightning (90 total damage).
Poremina the gigantic gravity worm's Fan of Knives hits IIIIIIII for 106 physical damage.
Poremina the gigantic gravity worm's Fan of Knives hits IIIIIIII for 71 physical, 3 physical, 3 lightning (77 total damage).
IIIIIIII the level 23 dwarf shadowblade was squished to death by Poremina the gigantic gravity worm on level 2 of Sandworm lair.