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 | Cornac |
Class | Shadowblade |
Level / Exp | 22 / 85% |
Size | medium |
Lifes / Deaths | Killed by Glonn the treant at level 22 on the 61st Haze 122nd year of Ascendancy at 04:08 / 1 |
Primary Stats
Strength | 27 (base 10) |
Dexterity | 68 (base 42) |
Constitution | 19 (base 10) |
Magic | 44 (base 36) |
Willpower | 30 (base 10) |
Cunning | 67 (base 30) |
Resources
Life | -67/553 |
Mana | 260/374 |
Stamina | 110/235 |
Healing Factor | 1.0791723257555 |
Regeneration | 5.6656547102171 |
Speed
Mental | +3.663735981263E-12% |
Attack | 0% |
Movement | +20% |
Spell | +3.619327060278E-12% |
Global | +100% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 3 |
See Invisible | 6 |
Offense: Mainhand
Damage | 70 |
Accuracy | 72 |
Crit Chance | 46% |
APR | 28 |
Speed | 0.90 |
Offense: Offhand
Damage | 30 |
Accuracy | 72 |
Crit Chance | 35% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 27% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Mind | +15% |
Nature | +27% |
Physical | +9% |
Cold | +32% |
All | 0% |
Offense: Damage Penetration
Cold | +7% |
Physical | +10% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 33 (94.574340358689%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 32 |
Mental Save | 27 |
Defense: Resistances
Nature | + 70%( 70%) |
Darkness | + 23%( 70%) |
Light | + 19%( 70%) |
Temporal | + 27%( 70%) |
Fire | + 14%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 53%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Instadeath Resistance | 100% |
Disarm Resistance | 60% |
Poison Resistance | 0% |
Blind Resistance | 11% |
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 353 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: 10 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 490% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
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
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 |
Escort the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest) | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | 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. 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice ant stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 within2 lumberjacks have died. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | brass lantern 'Hailhunger' brass lantern 'Hailhunger'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% physical Accuracy +10 (+3 eff.) Ignore Armor +2 defense ------ Resistance +15% cold Life +43.00 other ------- Stamina/turn +3.00 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. |
On head | Freezeslice the hardened leather cap (0 def, 3 armour) Freezeslice the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +6 Dex +3 Con +8 Lck offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +3% Physical Power +4 (+1 eff.) Damage +9% cold Ignore resists +10% fire defense ------ Armor +3 Fatigue +3% Resistance +12% cold 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 107.3 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 cap made of leather. |
On hands | rough leather gloves 'Barigas' (0 def, 9 armour) rough leather gloves 'Barigas' (0 def, 9 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +3 Wil defense ------ Armor +9 Resistance +9% light Life Regen +2.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.70 Hate-on-crit +2.00 Max stamina +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | iron torque of clear mind 'Mivor' [power 1] (25 cooldown) iron torque of clear mind 'Mivor' [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun defense ------ Armor +2 Resistance +5% arcane +3% fire Life +80.00 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 gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Siletta the steel ring Siletta the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Mag +7 Cun offense ------ Spellpower +5 (+1 eff.) Accuracy +6 (+2 eff.) defense ------ Resistance +6% temporal +3% darkness +5% arcane Life Regen +3.00 Stun Resist +23% Rings make your fingers look great! |
On fingers | Bokuharalen the steel ring Bokuharalen the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Cun +8 Dex offense ------ Damage +12% nature Accuracy +14 (+4 eff.) defense ------ Resistance +30% nature Crit Resistance 10.00% Disarm Resist +10% Rings make your fingers look great! |
Around neck | Lisyminn Lisyminn0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +1 Con offense ------ Physical Crit +3.0% Damage +6% physical Ignore resists +10% physical defense ------ Physical save +9 (+5 eff.) Blind Resist +11% other ------- Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
In main 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 (+4 eff.) Physical save +15 (+7 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. |
Around waist | noble's rough leather belt of magery noble's rough leather belt of magery1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +7 Wil +3 Cun offense ------ Spell Crit +3% Against +15% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
In off hand | elemental iron dagger (101% power, 5 apr) elemental iron dagger (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: * Create an explosion dealing 71 cold damage (1/turn) While equipped: offense ------ Damage +8% cold Ignore resists +7% cold Sharp, short and deadly. |
Cloak | spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +2 (+1 eff.) Resistance +10% darkness +12% temporal Spell save +8 (+4 eff.) Out-of-Phase Defense +12 Out-of-Phase Resistance +12% Out-of-Phase Resilience +10% other ------- Max mana +48.00 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 | 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 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 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
wild infusion of the titan (res 19%; physical; dur 2; cd 14) wild infusion of the titan (res 19%; physical; dur 2; 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the wizard (damage 244; dur 4; cd 22) acid wave rune of the wizard (damage 244; dur 4; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 243.57 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
starlit copper amulet of constitution (+3) starlit copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% light +10% darkness Blind Resist +20% Amulets make your neck look great! |
steel amulet of the eclipse steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 7 light 6 darkness Damage +6% light +6% darkness When Hit: * 6% chance to reduce damage dealt by 20% * 6% chance to blind Amulets make your neck look great! |
Aerana the Crackledash Aerana the Crackledash0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +9% light +10% physical When Hit 6 lightning defense ------ Resistance +3% lightning +10% physical Mind save +3 (+2 eff.) other ------- EQ when Hit +0.08 Psi when Hit +0.04 Max psi +20.00 Rings make your fingers look great! |
pixie's copper ring of pilfering pixie's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Mag offense ------ Spellpower +6 (+2 eff.) Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +9 (+3 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! |
rogue's steel ring of clarity =4 CUN= rogue's steel ring of clarity =4 CUN=0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun defense ------ Defense +8 (+2 eff.) Mind save +6 (+3 eff.) Confus Resist +26% Rings make your fingers look great! |
treant's copper ring of life treant's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +6% nature +6% blight Life +44.00 Life Regen +6.00 Healmod +11% Poison Resist +11% Disease Resist +12% Rings make your fingers look great! |
wizard's steel ring of darkness (+22%) wizard's steel ring of darkness (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Spell save +6 (+3 eff.) Rings make your fingers look great! |
Gladavena the Coalriver Gladavena the Coalriver1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Cun offense ------ Spellpower +3 (+1 eff.) Damage +6% darkness defense ------ Resistance +6% darkness Mind save +6 (+3 eff.) other ------- Hate-on-crit +1.00 Max hate +2.00 Max psi +10.00 A belt that goes around your waist. |
rough leather belt of unlife =unlife= rough leather belt of unlife =unlife=1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Glarecrack the linen cloak (8 def, 0 armour) Glarecrack the linen cloak (8 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Critical power +10.00% When Hit 8 light defense ------ Defense +8 (+2 eff.) Physical save +6 (+3 eff.) other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetvein the cashmere cloak (2 def, 0 armour) Jetvein the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +15% mind Ignore resists +15% mind When Hit 6 mind On-Hit (Melee): * 10% chance to slow global speed by 51% * 20% chance to reduce all saves and defense by 25 defense ------ Defense +2 (+1 eff.) Resistance +14% blight +13% nature +3% darkness Life Regen +4.00 Healmod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stoke's kiss (1 def, 0 armour) Stoke's kiss (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +3 Con offense ------ Ignore resists +15% blight +5% arcane defense ------ Defense +1 (+1 eff.) Resistance +15% fire other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of sorcery (7 def, 0 armour) enveloping linen cloak of sorcery (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +5% defense ------ Defense +7 (+2 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Chillbringer' (1 def, 0 armour) linen cloak 'Chillbringer' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun +1 Wil offense ------ Ignore resists +15% cold On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 defense ------ Defense +1 (+1 eff.) Life +30.00 other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boltdash (0 def, 1 armour) Boltdash (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Wil defense ------ Armor +1 Resistance +6% light Unlife -40.00 life Life Regen +2.00 Healmod +12% Poison Resist +20% A pair of boots made of leather. |
pair of iron boots 'Murkshine' (0 def, 3 armour) pair of iron boots 'Murkshine' (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +8 Wil +2 Cun offense ------ Damage +9% darkness +3% temporal defense ------ Armor +3 Fatigue +2% Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- See Invisibility +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets 'Growspar' (0 def, 4 armour) dwarven-steel gauntlets 'Growspar' (0 def, 4 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Con offense ------ Ignore resists +20% fire defense ------ Armor +4 Fatigue +3% Resistance +6% nature Physical save +20 (+8 eff.) Spell save +3 (+2 eff.) Mind save +14 (+7 eff.) Life +40.00 Disarm Resist +32% Confus Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of strength (+4) (0 def, 2 armour) steady hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str offense ------ Physical Power +9 (+3 eff.) Accuracy +7 (+2 eff.) defense ------ Armor +2 Physical save +5 (+3 eff.) Mind save +5 (+3 eff.) Disarm Resist +23% 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. |
Betheleba (1 def, 4 armour) Betheleba (1 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% physical defense ------ Armor +4 Defense +1 (+1 eff.) Resistance +5% arcane +11% physical Pinning Resist +20% A pointy cloth hat, very wizardly... |
linen wizard hat 'Mayuba' (6 def, 0 armour) linen wizard hat 'Mayuba' (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil defense ------ Defense +6 (+2 eff.) Resistance +3% acid +6% light Physical save +21 (+9 eff.) Stun Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pointy cloth hat, very wizardly... |
linen wizard hat 'Rholar' (6 def, 0 armour) linen wizard hat 'Rholar' (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% nature +3% physical defense ------ Defense +6 (+2 eff.) Resistance +15% nature +3% acid Unlife -40.00 life other ------- Stamina/turn +3.00 Light +3 A pointy cloth hat, very wizardly... |
rough leather cap 'Eluwe' (15 def, 1 armour) rough leather cap 'Eluwe' (15 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +1 Defense +15 (+4 eff.) Fatigue +1% Resistance +9% nature +3% lightning Crit Resistance 15.00% Disease Resist +10% Teleport Resist +10% A cap made of leather. |
rough leather cap 'Tundrariver' (0 def, 1 armour) rough leather cap 'Tundrariver' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +1 Cun offense ------ Ignore resists +10% mind +20% cold defense ------ Armor +1 Fatigue +1% other ------- EQ when Hit +0.04 A cap made of leather. |
411 alchemist agate 411 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. |
aquamarine 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. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Velolaith (dig speed 29 turns) Velolaith (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Con defense ------ Resistance +3% lightning +3% acid Blind Resist +20% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+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. |
Branekor the Smolderstake Branekor the Smolderstake2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Wil +2 Cun +3 Con offense ------ Ignore resists +5% fire defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +7 See Invisibility +23 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. |
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.(84 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
Tarrirak [power 110] (15 cooldown) Tarrirak [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +10 Defense +5 (+2 eff.) other ------- Stamina/turn +1.00 Blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Ashbrace' [power 51] (25 cooldown) steel torque of psionic shield 'Ashbrace' [power 51] (25 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% blight Ignore resists +10% fire defense ------ Resistance +6% blight Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 32. 100% to increase the duration of 2 beneficial effects by 2. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
extending elm totem of stinging [power 122] (15 cooldown) extending elm totem of stinging [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 155 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
quick ash totem of healing [power 140] (12 cooldown) quick ash totem of healing [power 140] (12 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 140 Puts all charms on 12 turn cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of healing [power 344] (18 cooldown) supercharged yew totem of healing [power 344] (18 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 344 Puts all charms on 18 turn cooldown 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. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
Achievements
By Oop the Cornac Shadowblade level 11
8th Dusk 122nd year of Ascendancy at 23:14 see stats
By Oop the Cornac Shadowblade level 10
1st Dusk 122nd year of Ascendancy at 01:17 see stats
By Oop the Cornac Shadowblade level 20
19th Haze 122nd year of Ascendancy at 07:59 see stats
By Oop the Cornac Shadowblade level 7
79th Pyre 122nd year of Ascendancy at 00:54 see stats
By Oop the Cornac Shadowblade level 7
1st Mirth 122nd year of Ascendancy at 22:48 see stats
By Oop the Cornac Shadowblade level 20
19th Haze 122nd year of Ascendancy at 12:30 see stats
Log
Nerumima, the injured seer refocuses the energies of her staff.
Oop's fully exits the shadows.
Oop uses Expose Weakness.
Oop performs a melee critical strike against Beteldama the giant ice ant!
You collect a new ingredient: ice ant stinger (1).
Oop performs a melee critical strike against Beteldama the giant ice ant!
Oop is focusing on penetrating defenses.
Oop hits Beteldama the giant ice ant for 137 physical damage.
Melee retaliation hits Oop for 12 cold, 12 cold (23 total damage).
Oop killed Beteldama the giant ice ant!
Ritch flamespitter is protected by a layer of thick leaves.
Oop uses Infusion: Regeneration.
Oop starts regenerating health quickly.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Oop for 138 fire damage.
Oop regains balance.
Shadow Grasp is still on cooldown for 16 turns.
Multi-hued crystal casts Elemental Bolt!
Shadow casts Phase Door.
Isubreda the honey tree uses Summon.
Isubreda the honey tree summons Bee swarm!
Ritch flamespitter spits flames!
Ritch flamespitter hits Oop for 101 fire damage.
Oop reacts to damage from Something, mitigating the blow!.
Something hits Oop for (56 reacted , -3 stam), 316 fire (316 total damage).
Oop the level 22 cornac shadowblade was scorched to death by Glonn the treant on level 2 of Old Forest.