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 | 16 / 77% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 16 on the 17th Wealth 122nd year of Ascendancy at 16:56 / 1 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 54 (base 41) |
Constitution | 25 (base 10) |
Magic | 23 (base 13) |
Willpower | 26 (base 10) |
Cunning | 50 (base 33) |
Resources
Life | -89/540 |
Mana | 153/270 |
Stamina | 185/205 |
Healing Factor | 1.1245178243369 |
Regeneration | 0.28112945608423 |
Speed
Mental | +3.619327060278E-12% |
Attack | 0% |
Movement | 0% |
Spell | +3.619327060278E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 4 |
Offense: Mainhand
Damage | 59 |
Accuracy | 59 |
Crit Chance | 37% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 59 |
Crit Chance | 33% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 17% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Nature | +15% |
Mind | +15% |
Blight | +3% |
Arcane | +7% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Fire | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 31 (65.65183292883%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 26 |
Mental Save | 24 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 21%( 70%) |
All | + 11%( 70%) |
Lightning | + 19%( 70%) |
Physical | + 12%( 70%) |
Darkness | + 19%( 70%) |
Fire | + 21%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Disarm Resistance | 25% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 519% 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 Magic 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 |
| 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 |
| 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 |
| 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 |
| 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 worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+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. 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bear paw. | 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 | Balumas (0 def, 1 armour) Balumas (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +6 Dex +3 Wil +4 Cun +6 Lck offense ------ Accuracy +5 (+1 eff.) defense ------ Armor +1 Stealth +6 A pair of boots made of leather. |
Light source | brass lantern 'Velisetha' brass lantern 'Velisetha'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ When Hit 11 fire defense ------ Armor +2 Resistance +6% lightning +5% fire +6% blight Spell save +3 (+1 eff.) 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 'Brightdredge' (15 def, 1 armour) rough leather cap 'Brightdredge' (15 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Ignore Armor +5 defense ------ Armor +1 Defense +15 (+5 eff.) Fatigue +1% Resistance +9% acid +1% physical +5% arcane +6% fire Life +80.00 A cap made of leather. |
Tool | overpowered iron torque of mindblast [power 150] (20 cooldown) overpowered iron torque of mindblast [power 150] (20 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 172 mind damage and silencing them for 4 turns Puts all charms on 20 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Betovena' steel ring 'Betovena'0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +3 Cun +2 Str defense ------ Armor +10 Defense +6 (+2 eff.) Resistance +3% acid Life +22.00 Disease Resist +10% Disarm Resist +25% Pinning Resist +23% Knockbk Resist +20% Rings make your fingers look great! |
On fingers | rogue's copper ring of pilfering rogue's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +3 Cun offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +14 (+5 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | Githel the Demonglean Githel the Demonglean1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +2 Con +6 Lck offense ------ Critical power +10.00% Physical Power +5 (+2 eff.) Damage +3% blight defense ------ Resistance +9% darkness Physical save +3 (+2 eff.) Stealth +6 other ------- Disarm Traps +5 Max stamina +10.00 Infravision +4 A belt that goes around your waist. |
In main hand | stralite dagger of crippling (132% power, 9 apr) stralite dagger of crippling (132% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 133% 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 Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Sharp, short and deadly. |
On hands | Velyma (0 def, 2 armour) Velyma (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +7 Mag +6 Wil +2 Cun offense ------ Spellpower +6 (+3 eff.) On-Hit 7 arcane Damage +7% arcane Ignore resists +10% blight defense ------ Armor +2 Resistance +6% arcane Physical save +7 (+4 eff.) other ------- Mana/turn +0.04 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | elemental iron dagger of corruption (101% power, 5 apr) elemental iron dagger of corruption (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane 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: 20% Curse of Defenselessness level 1 On Hit: * Create an explosion dealing 49 fire damage (1/turn) While equipped: offense ------ Damage +6% fire Ignore resists +6% fire Sharp, short and deadly. |
Cloak | Zubavena the Lightninglord (1 def, 0 armour) Zubavena the Lightninglord (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Con offense ------ Accuracy +25 (+6 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% lightning Unlife -40.00 life other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
regeneration infusion of the sneak (heal 230; 13 cd) regeneration infusion of the sneak (heal 230; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
ethereal rune (power 7; resist 12%; move 42%; dur 5; cd 18) ethereal rune (power 7; resist 12%; move 42%; dur 5; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 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 12% all resistance, you move 42% faster, and you are invisible (power 7). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 155; dur 4; cd 17) shielding rune (absorb 155; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 155 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Yareledur the Coaloozer Yareledur the Coaloozer0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Mag +2 Con offense ------ Ignore resists +15% light defense ------ Resistance +3% darkness Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
copper ring of frost (+22%) copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +22% cold Rings make your fingers look great! |
wizard's copper ring of power wizard's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+3 eff.) defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
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 (+5 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. |
acidic iron dagger (97% power, 5 apr) acidic iron dagger (97% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 97% 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: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Sharp, short and deadly. |
iron dagger (97% power, 5 apr) iron dagger (97% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 97% 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% Sharp, short and deadly. |
thought-forged iron dagger of massacre (115% power, 5 apr) thought-forged iron dagger of massacre (115% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 mind On Hit: * 12% chance to reduce all saves and defense by 23 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
blooming vined mindstar of balance (85% power, 18 apr, mind damage) blooming vined mindstar of balance (85% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 85% 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 +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Physical save +4 (+2 eff.) Spell save +3 (+1 eff.) Mind save +2 (+1 eff.) Healmod +12% Heal-on-summon +10 other ------- EQ when Hit +0.60 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. |
Arctaint the rough leather belt Arctaint the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Mag +3 Wil offense ------ Mindpower +2 (+1 eff.) Ignore resists +5% lightning defense ------ Resistance +12% fire Physical save +7 (+4 eff.) A belt that goes around your waist. |
noble's rough leather belt of carrying noble's rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Wil offense ------ Against +15% Summoned defense ------ Fatigue -5% Resist Against +17% Summoned other ------- Encumbrance +24 A belt that goes around your waist. |
Betidherin (1 def, 0 armour) Betidherin (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Defense +1 (+1 eff.) Resistance +9% blight +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Issumas the Frostwild (1 def, 0 armour) Issumas the Frostwild (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +12% cold Ignore resists +5% mind +5% acid When Hit 2 mind 6 cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Defense +1 (+1 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanuwyn (1 def, 0 armour) Xanuwyn (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +2 Wil +3 Con defense ------ Defense +1 (+1 eff.) Mind save +6 (+3 eff.) other ------- See Invisibility +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blazespitter' (1 def, 0 armour) linen cloak 'Blazespitter' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Ignore resists +5% fire On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Defense +1 (+1 eff.) Resistance +3% acid +6% darkness +6% blight Spell save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +1 (+1 eff.) Life +31.00 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 the Shaloren (1 def, 6 armour) thick linen cloak of the Shaloren (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing linen robe of protection (3 def, 2 armour) focusing linen robe of protection (3 def, 2 armour)2.0 Encumbrance T1 cloth armor [Ego] Master/Psionic While equipped: Stats +4 Mag +5 Wil defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +7% all Physical save +15 (+8 eff.) other ------- Mana/turn +0.12 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of darkness (+15%) (0 def, 0 armour) linen robe of darkness (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Resistance +15% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Plaguefoe the pair of iron boots (0 def, 3 armour) Plaguefoe the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Move Speed +25% Damage +3% cold +3% mind +3% nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Armor +3 Fatigue +2% Resistance +6% nature +3% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scaldbringer (0 def, 3 armour) Scaldbringer (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +3 Con offense ------ Accuracy +15 (+4 eff.) On-Hit (Melee): * 10% chance to reduce armor by 26% defense ------ Armor +3 Resistance +3% acid +3% fire Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) A pair of boots made of leather. |
blood-soaked pair of rough leather boots (0 def, 1 armour) blood-soaked pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Ignore Armor +4 defense ------ Armor +1 A pair of boots made of leather. |
scholar's pair of iron boots of speed (0 def, 3 armour) scholar's pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+2 eff.) Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flashspike the iron gauntlets (0 def, 1 armour) Flashspike the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 nature Damage +9% cold +4% nature +12% fire defense ------ Armor +1 Fatigue +1% Resistance +6% nature +6% fire 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. |
Aledan (15 def, 1 armour) Aledan (15 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +1 Con offense ------ Mindpower +20 (+8 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +1 Defense +15 (+5 eff.) Fatigue +1% other ------- Max stamina +30.00 A cap made of leather. |
Singethorn the rough leather cap (0 def, 1 armour) Singethorn the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Cun offense ------ Damage +3% fire +3% cold defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal A cap made of leather. |
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 34.79 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
4 agate 4 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. |
68 alchemist agate 68 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. |
iron pickaxe (dig speed 39 turns) iron pickaxe (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 39 turns) woodsman's iron pickaxe (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
survivor's brass lantern of clarity survivor's brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Healmod +11% other ------- Light +3 See Stealth +7 See Invisibility +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. |
elm wand of clairvoyance [power 9] (15 cooldown) elm wand of clairvoyance [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 46 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 3 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. |
3 citrine 3 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. |
4 zircon 4 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 Kasher the Dwarf Shadowblade level 9
17th Profit 122nd year of Ascendancy at 22:08 see stats
By Kasher the Dwarf Shadowblade level 10
23rd Profit 122nd year of Ascendancy at 02:38 see stats
By Kasher the Dwarf Shadowblade level 6
19th Voratun 122nd year of Ascendancy at 15:10 see stats
By Kasher the Dwarf Shadowblade level 10
30th Profit 122nd year of Ascendancy at 10:45 see stats
By Kasher the Dwarf Shadowblade level 9
2nd Profit 122nd year of Ascendancy at 09:59 see stats
Log
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Kasher uses Infusion: Wild.
Kasher rearms.
Kasher is cured!
Kasher lessens the pain.
Kasher uses Infusion: Healing.
Kasher is free from the rotting disease.
Kasher receives 108 healing from Infusion: Healing.
Infusion: Healing is still on cooldown for 12 turns.
Infusion: Healing is still on cooldown for 12 turns.
Infusion: Healing is still on cooldown for 12 turns.
Kasher uses Infusion: Movement.
Kasher is moving at extreme speed!
Kasher slows down.
Kasher performs a melee critical strike against Something!
Kasher misses Something.
Kasher hits Something for 126 physical, 7 arcane, 20 darkness (153 total damage).
Decrepitude Disease from Elven cultist hits Kasher for 32 blight damage.
Decrepitude Disease from Elven cultist hits Kasher for 23 blight damage.
Kasher's can be afflicted again.
Decrepitude Disease from Elven cultist hits Kasher for 40 blight damage.
Talent Shadowstep is ready to use.
Decrepitude Disease from Elven cultist hits Kasher for 38 blight damage.
Elven cultist's Soul Rot hits Kasher for 314 blight damage.
Kasher the level 16 dwarf shadowblade was fouled to death by an elven cultist on level 2 of Rhaloren Camp.