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 | 17 / 19% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 17 on the 33rd Dearth 122nd year of Ascendancy at 13:52 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 44 (base 38) |
Constitution | 15 (base 10) |
Magic | 17 (base 19) |
Willpower | 21 (base 10) |
Cunning | 43 (base 33) |
Resources
Life | -224/495 |
Mana | 155/251 |
Stamina | 151/176 |
Equilibrium | 0 |
Healing Factor | 1.0960311219418 |
Regeneration | 0.27400778048545 |
Speed
Mental | +3.619327060278E-12% |
Attack | 0% |
Movement | 0% |
Spell | +3.619327060278E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
Offense: Mainhand
Damage | 50 |
Accuracy | 47 |
Crit Chance | 20% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 47 |
Crit Chance | 20% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 15% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Mind | +17% |
Light | +11% |
Fire | +11% |
All | +5% |
Offense: Damage Penetration
Acid | +21% |
Fire | +13% |
All | +6% |
Defense: Base
Armour (hardiness) | 14 (51.69962066283%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 18 |
Mental Save | 26 |
Defense: Resistances
Nature | + 10%( 70%) |
Acid | + 24%( 70%) |
Mind | + 15%( 70%) |
Darkness | + 3%( 70%) |
Blight | + 5%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 10% |
Confusion Resistance | 22% |
Instadeath Resistance | 100% |
Poison Resistance | 31% |
Stun Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 467% 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 Strength 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 |
| 1/5 |
| 3/5 |
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 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 |
| 0/5 |
| 3/5 |
| 2/5 |
| 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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Spit Poison (+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 bear paw. * You've found the needed warg claw. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed skeleton mage skull. * '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.' | 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 within15 lumberjacks have died. | done |
Equipment
On feet | Xivena the pair of rough leather boots (0 def, 1 armour) Xivena the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +3 Wil +3 Cun +6 Lck offense ------ Ignore resists +15% acid defense ------ Armor +1 Stealth +5 other ------- Light +3 Infravision +1 A pair of boots made of leather. |
Light source | brass lantern 'Isagatta' brass lantern 'Isagatta'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Spell Crit +2% defense ------ Armor +4 Resistance +3% nature Life +45.00 Poison Resist +20% 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 | linen wizard hat 'Purewrecker' (1 def, 0 armour) linen wizard hat 'Purewrecker' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ When Hit 2 nature defense ------ Defense +1 (+0 eff.) Resistance +3% mind Physical save +9 (+4 eff.) Mind save +5 (+2 eff.) Unlife -20.00 life Healmod +5% Stun Resist +10% A pointy cloth hat, very wizardly... |
On hands | rough leather gloves 'Elenekhad' (0 def, 1 armour) rough leather gloves 'Elenekhad' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +1 Resistance +3% darkness +5% arcane Disease Resist +10% 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 gale force 'Duathelhacker' [power 100] (24/15 cooldown) iron torque of gale force 'Duathelhacker' [power 100] (24/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun +4 Wil offense ------ Damage +3% mind When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce armor by 25% defense ------ Resistance +3% acid Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Gloramira' copper ring 'Gloramira'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% mind Accuracy +10 (+3 eff.) Ignore Armor +2 defense ------ Resistance +5% blight +7% nature +3% acid Poison Resist +11% Disease Resist +10% other ------- Stamina/turn +1.00 Rings make your fingers look great! |
On fingers | painweaver's copper ring of misery painweaver's copper ring of misery0.1 Encumbrance T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +2 Cun offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+3 eff.) On-Hit 9 physical On-Ranged-Hit 7 physical Damage +5% all On-Hit (Melee): * 11% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 19 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around neck | clarifying copper amulet of constitution (+2) clarifying copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +12% mind Confus Resist +22% Amulets make your neck look great! |
In main hand | Glimmerlore the iron dagger (114% power, 5 apr) Glimmerlore the iron dagger (114% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 114% 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% While equipped: Stats +1 Wil offense ------ Critical power +10.00% Damage +6% light Ignore resists +6% all Accuracy +6 (+2 eff.) Ignore Armor +6 Sharp, short and deadly. |
Around waist | rough leather belt 'Chyradas' rough leather belt 'Chyradas'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Critical power +5.00% Spellpower/crit +8 Ignore Shields +10% defense ------ Armor +6 Defense +5 (+2 eff.) Crit Resistance 5.00% other ------- Mana-on-crit +2.00 Create a temporary shield that absorbs 218 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
In off hand | elemental iron dagger of amnesia (101% power, 5 apr) elemental iron dagger of amnesia (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/Psionic 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: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * Create an explosion dealing 43 fire damage (1/turn) While equipped: offense ------ Damage +6% fire Ignore resists +7% fire Sharp, short and deadly. |
Cloak | Gunik the linen cloak (1 def, 0 armour) Gunik the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% mind defense ------ Defense +1 (+0 eff.) Unlife -60.00 life Life +30.00 Cut 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 | Phoenixpulverizer (3 def, 2 armour) Phoenixpulverizer (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +18% acid +3% fire Physical save +3 (+1 eff.) Unlife -40.00 life Silence Resist +20% A suit of armour made of leather. |
Inventory
shielding rune of the duelist (absorb 257; dur 3; cd 14) shielding rune of the duelist (absorb 257; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 257 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring of arcana (+0.12/turn) copper ring of arcana (+0.12/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +21% other ------- Mana/turn +0.12 Rings make your fingers look great! |
copper ring of luminosity =2 MAGIC= copper ring of luminosity =2 MAGIC=0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 12 light On-Ranged-Hit 12 light Damage +11% light Rings make your fingers look great! |
iron dagger 'Smearquench' (102% power, 5 apr) iron dagger 'Smearquench' (102% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 102% 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: * 10% chance to slow global speed by 45% * Create an explosion dealing 43 fire damage (1/turn) While equipped: Stats +5 Wil offense ------ Damage +7% fire Ignore resists +5% fire defense ------ Resistance +5% arcane other ------- EQ when Hit +0.12 Hate-on-crit +1.00 Sharp, short and deadly. |
iron dagger of erosion (97% power, 5 apr) iron dagger of erosion (97% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Nature 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-hit +6 nature Sharp, short and deadly. |
stormbringer's iron dagger of evisceration (102% power, 5 apr) stormbringer's iron dagger of evisceration (102% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 102% 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-crit, radius 2 +7 lightning +7 cold On Critical: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +5 (+2 eff.) Move Speed +20% Ignore resists +7% lightning +6% cold Sharp, short and deadly. |
Anerahor the steel greatmaul (135% power, 2 apr) Anerahor the steel greatmaul (135% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 135% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * 10 arcane resource burn On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +10 Wil +9 Con offense ------ Physical Crit +9.0% Accuracy +12 (+4 eff.) defense ------ Defense +7 (+2 eff.) Resistance +15% lightning Life +14.00 Disarm Resist +29% Massive two-handed mauls. |
iron greatmaul of dampening (118% power, 1 apr) iron greatmaul of dampening (118% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Disrupt Weapon Damage 118% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% While equipped: defense ------ Resistance +12% acid +12% fire +12% cold +12% lightning +5% all Spell save +9 (+5 eff.) Massive two-handed mauls. |
iron mace of massacre (118% power, 2 apr) iron mace of massacre (118% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Master Weapon Damage 118% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
horrifying mossy mindstar (72% power, 12 apr, mind damage) horrifying mossy mindstar (72% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 72% 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 +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 4 mind 3 darkness Damage +2% mind +3% darkness other ------- 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. |
mighty steel steamgun of acid mighty steel steamgun of acid4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +7 acid Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) Damage +9% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Boltpride Boltpride1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil offense ------ Damage +3% mind +3% cold Against +17% Summoned defense ------ Resistance +15% lightning +3% cold Resist Against +16% Summoned A belt that goes around your waist. |
Glelrawyn Glelrawyn1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Dex offense ------ Physical Power +15 (+5 eff.) Mindpower +3 (+2 eff.) Damage +12% physical defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt of life rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life Regen +0.70 Healmod +10% A belt that goes around your waist. |
Glintlady (0 def, 0 armour) =5 MAGIC= Glintlady (0 def, 0 armour) =5 MAGIC=2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +15% temporal Ignore resists +10% light When Hit 2 cold defense ------ Resistance +15% temporal +6% light +9% all Spell save +17 (+9 eff.) other ------- Mana/turn +0.12 Psi/turn +0.12 Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) =6 MAGIC CHEST= Vestments of the Conclave (0 def, 0 armour) =6 MAGIC CHEST=2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+7 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Yvata the Strikevile (3 def, 2 armour) Yvata the Strikevile (3 def, 2 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +3 Cun +2 Wil offense ------ Damage +3% lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +7% all Physical save +15 (+7 eff.) other ------- EQ when Hit +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's linen robe of darkness (+16%) (0 def, 0 armour) stargazer's linen robe of darkness (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +5% Spellpower +6 (+3 eff.) Damage +6% light +18% darkness defense ------ Resistance +16% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Drerain the Stormnaught (0 def, 1 armour) Drerain the Stormnaught (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con offense ------ Damage +3% lightning When Hit 2 lightning defense ------ Armor +1 Resistance +9% cold Crit Resistance 5.00% Physical save +11 (+5 eff.) Mind save +13 (+6 eff.) Cut Resist +20% Knockbk Resist +20% A pair of boots made of leather. |
dreamer's pair of iron boots of tirelessness (0 def, 3 armour) dreamer's pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +3 Fatigue +2% Physical save +7 (+3 eff.) Spell save +5 (+3 eff.) Mind save +7 (+3 eff.) other ------- Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of voratun boots of tirelessness (0 def, 5 armour) traveler's pair of voratun boots of tirelessness (0 def, 5 armour)3.0 Encumbrance T5 feet armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +5 Fatigue -2% Physical save +6 (+3 eff.) other ------- Encumbrance +23 Stamina/turn +0.40 Max stamina +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +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. |
Porutira the Dawngore (0 def, 1 armour) =WATER BREATHING= Porutira the Dawngore (0 def, 1 armour) =WATER BREATHING=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Cun +1 Mag offense ------ Ignore resists +15% light defense ------ Armor +1 Fatigue +1% Resistance +6% cold other ------- Light +3 See Invisibility +3 Breathe water A cap made of leather. |
shielding linen wizard hat (1 def, 0 armour) shielding linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +3 Mag defense ------ Defense +1 (+0 eff.) Spell save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
shielding linen wizard hat of light (+15%) (1 def, 0 armour) shielding linen wizard hat of light (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +10% light defense ------ Defense +1 (+0 eff.) Resistance +15% light Spell save +6 (+4 eff.) A pointy cloth hat, very wizardly... |
impenetrable iron mail armour (2 def, 9 armour) impenetrable iron mail armour (2 def, 9 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training [Ego] Master While equipped: defense ------ Armor +9 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
exposing steel shield of physical resistance (+10%) (0 def, 4 armour, 43 block) exposing steel shield of physical resistance (+10%) (0 def, 4 armour, 43 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit (Melee): * 6% chance to reduce all saves and defense by 19 When Hit: * 12% chance to reduce all saves and defense by 19 defense ------ Armor +4 Fatigue +8% Resistance +10% physical other ------- Talents +1 Block Handheld deflection devices. |
agate 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. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
arcing pouch of iron shots of accuracy (18/18, 110% power, 1 apr) arcing pouch of iron shots of accuracy (18/18, 110% power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Arcane/Master Weapon Damage 110% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +1 Critical Rate +4.0% Capacity 18 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage Shots are used with slings to pummel your foes to death. |
pouch of iron shots of crippling (13/15, 109% power, 1 apr) pouch of iron shots of crippling (13/15, 109% power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego+] Master Weapon Damage 109% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +9.0% Capacity 15 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
overpowered elm wand of shielding [power 176] (24/25 cooldown) overpowered elm wand of shielding [power 176] (24/25 cooldown)2.0 Encumbrance T1 wand charm [Ego+] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
2 zircon 2 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 Fine the Dwarf Shadowblade level 10
25th Profit 122nd year of Ascendancy at 15:34 see stats
By Fine the Dwarf Shadowblade level 10
16th Profit 122nd year of Ascendancy at 23:32 see stats
By Fine the Dwarf Shadowblade level 6
19th Voratun 122nd year of Ascendancy at 15:34 see stats
By Fine the Dwarf Shadowblade level 10
42nd Profit 122nd year of Ascendancy at 05:50 see stats
By Fine the Dwarf Shadowblade level 7
6th Profit 122nd year of Ascendancy at 15:46 see stats
By Fine the Dwarf Shadowblade level 11
10th Wealth 122nd year of Ascendancy at 20:48 see stats
Log
Keyboard input temporarily disabled.
Fine uses Evasion.
Fine tries to evade attacks.
Fine slows down.
A shield forms around Fine.
Fine uses rough leather belt 'Chyradas'!
Fine deactivates Stealth.
Fine's can be afflicted again.
Fine is afflicted by a weakness disease!
Weakness Disease from Elven cultist hits Fine for (52 absorbed), 0 blight (0 total damage).
Something hits Fine for (52 absorbed), 0 mind (0 total damage).
Weakness Disease from Elven cultist hits Fine for (56 absorbed), 0 blight (0 total damage).
Fine feels pain again.
Fine's fully exits the shadows.
Weakness Disease from Elven cultist hits Fine for (56 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Fine crumbles.
Fine is no longer evading attacks.
Weakness Disease from Elven cultist hits Fine for (1 absorbed), 68 blight (68 total damage).
Fine is afflicted by a decrepitude disease!
Something hits Fine for 143 blight damage.
Weakness Disease from Elven cultist hits Fine for 111 blight damage.
Decrepitude Disease from Elven cultist hits Fine for 76 blight damage.
Fine the level 17 dwarf shadowblade was poxed to death by an elven cultist on level 1 of Rhaloren Camp.