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: Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. 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. 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 Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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.
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. 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 15 / 1% |
Size | medium |
Lifes / Deaths | Killed by Islossra the treant at level 15 on the 50th Dusk 122nd year of Ascendancy at 20:10 / 1 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 36 (base 30) |
Constitution | 10 (base 10) |
Magic | 24 (base 21) |
Willpower | 18 (base 10) |
Cunning | 44 (base 33) |
Resources
Life | -232/384 |
Mana | 144/224 |
Stamina | 13/162 |
Healing Factor | 1.1500003099961 |
Regeneration | 1.207500325496 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 42 |
Accuracy | 53 |
Crit Chance | 14% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 53 |
Crit Chance | 18% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Light | +12% |
Blight | +3% |
Cold | +11% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +6% |
Arcane | +5% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 18 (44.574340358689%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 20 |
Mental Save | 26 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 6%( 70%) |
Physical | + 1%( 70%) |
Cold | + 22%( 70%) |
All | 0%( 70%) |
Lightning | + 24%( 70%) |
Light | + 6%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 12%( 70%) |
Darkness | + 3%( 70%) |
Fire | + 9%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Teleport Resistance | 10% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 50% |
Poison Resistance | 50% |
Blind Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 220 damage for 5 turns. Its effects scale with your Magic 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 111 life over 5 turns. Its effects scale with your Constitution 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 522% 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. |
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 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 3/5 |
| 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 |
| 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 |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 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 |
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 Possessed. | 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 precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed xorn fragment. | 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 | Balezilarak the pair of iron boots (0 def, 3 armour) Balezilarak the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +2 Dex +3 Mag +3 Wil +3 Cun defense ------ Armor +3 Fatigue +2% Resistance +9% lightning Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Blind Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Freezerain' brass lantern 'Freezerain'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Wil offense ------ Spellpower/crit +2 Damage +3% blight Ignore resists +5% arcane +15% cold defense ------ Life +40.00 other ------- Mana/turn +0.20 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 | Adilrariamira the Serpentbringer (0 def, 3 armour) Adilrariamira the Serpentbringer (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +3 (+2 eff.) Damage +9% acid When Hit 2 cold defense ------ Armor +3 Fatigue +5% Resistance +6% nature +9% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | 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 +6 (+3 eff.) Accuracy +6 (+2 eff.) defense ------ Armor +2 Physical save +5 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +26% 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 mindblast 'Ragosarion' [power 110] (6/15 cooldown) iron torque of mindblast 'Ragosarion' [power 110] (6/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Resistance +3% acid +6% temporal +6% nature Crit Resistance 10.00% Blind Resist +10% Blast the opponent's mind dealing 113 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. |
On fingers | Belodhewen the Cloudshine Belodhewen the Cloudshine0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Damage +12% light +3% mind When Hit 2 lightning defense ------ Armor +6 Resistance +3% mind Rings make your fingers look great! |
On fingers | Urthuhir Urthuhir0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% cold When Hit 4 acid defense ------ Armor +2 Resistance +9% fire +22% cold +3% darkness +9% mind Blind Resist +20% Rings make your fingers look great! |
Around neck | Betusemitira Betusemitira0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: defense ------ Defense +5 (+2 eff.) Resistance +6% blight +1% physical +6% light Crit Resistance 5.00% Unlife -80.00 life other ------- Masteries +0.13 Cunning/Ambush Amulets make your neck look great! |
In main hand | Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Around waist | Yvoriatta Yvoriatta1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Cun defense ------ Armor +2 Defense +5 (+2 eff.) Life +60.00 Life Regen +0.80 Healmod +15% Confus Resist +20% A belt that goes around your waist. |
In off hand | truestriking iron dagger of projection (100% power, 5 apr) truestriking iron dagger of projection (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +6% physical Accuracy +6 (+2 eff.) Ignore Armor +6 Sharp, short and deadly. |
Cloak | Harodramnir (6 def, 0 armour) Harodramnir (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +6 (+2 eff.) Crit Resistance 15.00% Physical save +3 (+2 eff.) Unlife -80.00 life Teleport Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | 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 (+5 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 34/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 35.84 to 107.52 lightning damage (71.68 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
regeneration infusion of the wizard (heal 241; 13 cd) regeneration infusion of the wizard (heal 241; 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 241 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Aerathra the copper amulet Aerathra the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Psionic While equipped: Stats +3 Dex +4 Wil offense ------ Critical power +10.00% Mindpower +6 (+3 eff.) defense ------ Resistance +3% lightning +3% fire +6% blight Mind save +6 (+3 eff.) Confus Resist +11% Amulets make your neck look great! |
copper amulet 'Duathelwilder' copper amulet 'Duathelwilder'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 18 defense ------ Resistance +10% light +17% darkness Blind Resist +23% Amulets make your neck look great! |
steel amulet 'Barkkin' steel amulet 'Barkkin'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Dex offense ------ Damage +15% nature defense ------ Resistance +6% nature +6% physical other ------- Stamina/turn +0.40 Amulets make your neck look great! |
copper ring of corrosion (+20%) copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% acid defense ------ Resistance +20% acid Rings make your fingers look great! |
Murkkarma =3 CUN= Murkkarma =3 CUN=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Dex +3 Cun offense ------ Mind Crit +1% When Hit 4 mind On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Resistance +6% lightning +6% temporal A belt that goes around your waist. |
Winterstrike the rough leather belt Winterstrike the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +2 Dex +4 Wil +4 Cun offense ------ Ignore resists +10% cold Against +15% Summoned When Hit 4 arcane defense ------ Defense +10 (+3 eff.) Resist Against +17% Summoned Physical save +12 (+6 eff.) A belt that goes around your waist. |
noble's rough leather belt noble's rough leather belt1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
rough leather belt 'Layildawyn' rough leather belt 'Layildawyn'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Cun +1 Wil offense ------ Physical Power +3 (+1 eff.) defense ------ Spell save +6 (+3 eff.) Mind save +9 (+5 eff.) other ------- Max psi +10.00 Size +1 A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of backstabbing (1 def, 0 armour) linen cloak of backstabbing (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Master While equipped: offense ------ Critical power +10.00% Accuracy +7 (+2 eff.) Ignore Armor +5 defense ------ Defense +1 (+0 eff.) Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of sorcery (1 def, 0 armour) =3 mag cloak= linen cloak of sorcery (1 def, 0 armour) =3 mag cloak=2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +5% defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of protection (1 def, 5 armour) thick linen cloak of protection (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +10% cold Spell save +6 (+3 eff.) Mind 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. |
pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
iron gauntlets of strength (+3) (0 def, 1 armour) iron gauntlets of strength (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+3 eff.) 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. |
Gilathel (1 def, 0 armour) Gilathel (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Wil defense ------ Defense +1 (+0 eff.) Resistance +9% lightning Physical save +6 (+3 eff.) Life +20.00 Stun Resist +10% A pointy cloth hat, very wizardly... |
iron helm of dexterity (+3) (0 def, 3 armour) iron helm of dexterity (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather armour of acid resistance (3 def, 2 armour) rough leather armour of acid resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% acid A suit of armour made of leather. |
rough leather armour of thunder (3 def, 2 armour) =4 STR 4 MAG= rough leather armour of thunder (3 def, 2 armour) =4 STR 4 MAG=9.0 Encumbrance T1 light armor [Ego+] Arcane While equipped: Stats +4 Str +4 Mag +3 Wil offense ------ Physical Crit +5.0% Spell Crit +4% Mind Crit +5% Physical Power +10 (+4 eff.) Spellpower +12 (+6 eff.) Mindpower +11 (+6 eff.) defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +10% lightning A suit of armour made of leather. |
118 alchemist agate 118 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. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern 'Dourcut' brass lantern 'Dourcut'2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Physical Power +5 (+2 eff.) Damage +9% darkness Ignore resists +5% cold When Hit 2 darkness defense ------ Resistance +3% all Spell save +6 (+3 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. |
bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern scorching brass lantern2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire 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. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 245/400 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 totem of stinging [power 116] (6/15 cooldown) elm totem of stinging [power 116] (6/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of clairvoyance [power 9] (6/15 cooldown) elm wand of clairvoyance [power 9] (6/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 47 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. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Maj the Cornac Shadowblade level 10
5th Dusk 122nd year of Ascendancy at 14:12 see stats
By Maj the Cornac Shadowblade level 10
9th Flare 122nd year of Ascendancy at 11:04 see stats
By Maj the Cornac Shadowblade level 13
39th Dusk 122nd year of Ascendancy at 17:49 see stats
By Maj the Cornac Shadowblade level 7
3rd Mirth 122nd year of Ascendancy at 02:33 see stats
By Maj the Cornac Shadowblade level 12
25th Dusk 122nd year of Ascendancy at 23:18 see stats
Log
You end your Shadow Dance.
Talent Tumble is ready to use.
Bleeding from Maj's Inner Demon hits Maj for 24 physical damage.
Islossra the treant receives 4 healing (4 psi heal).
Maj deactivates Stealth.
Maj's Inner Demon notices you at the last moment!
Maj's Inner Demon starts to bleed.
Maj's Inner Demon evades Maj.
Maj hits Maj's Inner Demon for 48 physical, 19 darkness (66 total damage).
Melee retaliation hits Maj for 1 lightning, 1 cold, 2 acid (4 total damage).
Maj's Inner Demon uses Dual Strike.
Maj is stunned!
Melee retaliation hits Maj's Inner Demon for 1 lightning, 3 acid, 2 cold, 1 lightning, 1 acid, 1 cold (9 total damage).
Maj's Inner Demon hits Maj for (10 parried), 12 physical, 10 darkness, 39 physical, 11 darkness (72 total damage).
Maj is fully armored again.
Talent Phase Door is ready to use.
Bleeding from Maj's Inner Demon hits Maj for 21 physical damage.
Islossra the treant converts some damage to Psi!
Maj hits Islossra the treant for 1 to psi, 1 mind, 3 to psi, 4 darkness (9 total damage).
Maj hits Maj's Inner Demon for 20 physical damage.
Islossra the treant hits Maj for 1 mind damage.
Islossra the treant receives 4 healing (4 psi heal).
Melee retaliation hits Maj for 1 lightning, 1 cold, 2 acid, 1 lightning, 1 cold, 2 acid (8 total damage).
Maj killed Maj's Inner Demon!
Islossra the treant uses Mind Sear.
Islossra the treant's mind surges with critical power!
Islossra the treant hits Maj for 195 mind damage.
Maj the level 15 cornac shadowblade was psyched to death by Islossra the treant on level 3 of Norgos Lair.