











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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 | Doomelf |
Class | Shadowblade |
Level / Exp | 11 / 73% |
Size | medium |
Lifes / Deaths | Killed by Aroth the giant venus flytrap at level 11 on the 38th Dusk 122nd year of Ascendancy at 11:43 / 1 |
Primary Stats
Strength | 13 (base 12) |
Dexterity | 37 (base 26) |
Constitution | 12 (base 10) |
Magic | 26 (base 18) |
Willpower | 13 (base 10) |
Cunning | 31 (base 26) |
Resources
Life | -40/263 |
Mana | 84/175 |
Stamina | 75/138 |
Healing Factor | 1.1391526171257 |
Regeneration | 1.3100255096946 |
Speed
Mental | +3.619327060278E-12% |
Attack | 0% |
Movement | 0% |
Spell | +3.619327060278E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 26.878701826468 |
See Invisible | 26.878701826468 |
Offense: Mainhand
Damage | 43 |
Accuracy | 37 |
Crit Chance | 17% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 22 |
Accuracy | 37 |
Crit Chance | 18% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 7% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Cold | +14% |
Acid | +6% |
Fire | +3% |
Temporal | +4% |
Offense: Damage Penetration
Nature | +10% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 11 (35.65183292883%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 8 |
Spell Save | 16 |
Mental Save | 15 |
Defense: Resistances
Cold | + 22%( 70%) |
Darkness | + 15%( 70%) |
Light | + 14%( 70%) |
Temporal | + 6%( 70%) |
Blight | + 6%( 70%) |
Mind | + 11%( 70%) |
Fire | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 63% |
Instadeath Resistance | 100% |
Confusion Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 511% 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 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 4/5 |
Effects
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lost defiler from death by midge swarm. Escort: lost defiler (level 2 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Ivomivena the cave troll. Escort: lost sun paladin (level 3 of Trollmire) | failed |
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 |
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 avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Mag +1 Cun +1 Con offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) Ignore Armor +4 defense ------ Armor +1 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +10% nature defense ------ Armor +4 Resistance +3% fire Spell save +3 (+3 eff.) Life +41.00 Disarm 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 | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Mind Crit +3% Mindpower +5 (+2 eff.) Damage +3% fire defense ------ Armor +1 Fatigue +1% other ------- Equi when Hit +0.04 A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 temporal On-Ranged-Hit 5 temporal Damage +4% temporal Accuracy +11 (+4 eff.) defense ------ Armor +1 Resistance +6% temporal Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Dex +1 Mag +1 Wil defense ------ Resistance +3% darkness Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +6% acid +14% cold Ignore resists +15% cold defense ------ Resistance +6% blight +22% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +11% mind Confus Resist +22% Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +23% Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore Armor +1 defense ------ Defense +5 (+2 eff.) Resistance +3% light Unlife -40.00 life Life Regen +0.90 Healmod +12% Disease Resist +20% A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +20% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +11% light +12% darkness A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +4 light On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Wil offense ------ Ignore resists +15% light defense ------ Mind save +6 (+5 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +5 fire While equipped: Stats +3 Con offense ------ Critical power +10.00% other ------- Light +1 Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +5.0% Physical Power +5 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Psionic Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 mind On Hit: * 10% chance to reduce all saves and defense by 16 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Psionic Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +5 darkness +4 lightning Damage Against +5% Living While equipped: offense ------ Ignore resists +15% acid defense ------ Resistance +12% lightning Sharp, long, and deadly. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+3 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 90.87 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (182). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+2 eff.) Ignore resists +10% nature +10% fire When Hit 2 nature On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Resistance +9% light Spell save +5 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Wil offense ------ Mind Crit +1% Damage +9% nature defense ------ Defense +9 (+3 eff.) Resistance +6% fire Stealth +6 other ------- Max hate +2.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +10% darkness defense ------ Armor +3 Resistance +5% lightning +6% temporal Crit Resistance 10.00% Stun Resist +20% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Physical Power +5 (+3 eff.) Damage +3% acid On-Hit (Melee): * 20% chance to reduce armor by 25% defense ------ Armor +1 Resistance +7% lightning +6% temporal +1% physical A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Dex offense ------ Ignore resists +15% nature When Hit 6 acid defense ------ Armor +1 Resistance +6% acid other ------- Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Armor +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +14.00 Infravision +3 See Invis +3 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: defense ------ Armor +1 Resistance +3% blight +9% darkness Crit Resistance 10.00% Life Regen +2.00 Cut Resist +10% other ------- Stamina/turn +0.60 Max stamina +12.00 Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 5 temporal On-Ranged-Hit 6 temporal Damage +3% temporal When Hit 4 lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Armor +1 Resistance +3% lightning +6% temporal +12% cold Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +1 Mag +3 Wil offense ------ Damage +3% lightning defense ------ Armor +1 Fatigue +1% Resistance +11% light +10% darkness Crit Resistance 10.00% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.81 to 74.43 lightning damage (49.62 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +1 Con offense ------ Damage +3% nature +6% darkness Ignore resists +20% nature On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Defense +1 (+1 eff.) Mind save +5 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Wil offense ------ Mind Crit +1% defense ------ Armor +1 Fatigue +1% Resistance +6% blight +7% fire +3% darkness +6% cold other ------- Equi when Hit +0.12 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Crit +1.0% Ignore Armor +3 defense ------ Armor +3 Fatigue +5% Resistance +2% physical Crit Resistance 5.00% other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +6 Cun +3 Mag offense ------ Ignore resists +5% fire When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Defense +1 (+1 eff.) Mind save +7 (+6 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Damage +18% fire +3% mind +6% cold When Hit 2 fire defense ------ Armor +1 Fatigue +1% Resistance +6% blight +9% fire +6% nature A cap made of leather. |
![]() 0.0 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +4 Str +2 Con offense ------ Damage +6% nature defense ------ Resistance +11% nature other ------- Infravision +1 See Invis +12 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Mag defense ------ Fatigue -5% Resistance +3% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Dex +4 Mag +2 Cun offense ------ Damage +3% acid Ignore resists +15% acid defense ------ Mind save +5 (+5 eff.) other ------- Light +3 See Stealth +5 See Invis +7 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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 Meionin the Doomelf Shadowblade level 6
1st Mirth 122nd year of Ascendancy at 05:25 see stats
By Meionin the Doomelf Shadowblade level 10
26th Dusk 122nd year of Ascendancy at 11:58 see stats
By Meionin the Doomelf Shadowblade level 10
27th Dusk 122nd year of Ascendancy at 06:44 see stats
Log
Thorn Grab from Aroth the giant venus flytrap hits Meionin for (2 absorbed), 0 nature (0 total damage).
Poison from Aroth the giant venus flytrap hits Meionin for (38 absorbed), 0 nature (0 total damage).
Meionin receives 32 healing from Temporal Restoration Field.
Aroth the giant venus flytrap misses Meionin.
Aroth the giant venus flytrap hits Meionin for (11 absorbed), 0 mind (0 total damage).
Aroth the giant venus flytrap shares damage with his oozes!
Meionin hits Aroth the giant venus flytrap for 15 physical damage.
Meionin killed Aroth the giant venus flytrap!
Your shield crumbles under the damage!
The shield around Meionin crumbles.
Meionin is free to breathe.
Thorn Grab from Aroth the giant venus flytrap hits Meionin for (6 absorbed), 0 nature (0 total damage).
Poison from Aroth the giant venus flytrap hits Meionin for (40 absorbed), 66 nature (66 total damage).
Meionin receives 32 healing from Temporal Restoration Field.
Meionin is no longer evading attacks.
Thorn Grab from Aroth the giant venus flytrap hits Meionin for 6 nature damage.
Poison from Aroth the giant venus flytrap hits Meionin for 107 nature damage.
Meionin receives 32 healing from Temporal Restoration Field.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Thorn Grab from Aroth the giant venus flytrap hits Meionin for 6 nature damage.
Poison from Aroth the giant venus flytrap hits Meionin for 107 nature damage.
Meionin receives 32 healing from Temporal Restoration Field.
Thorn Grab from Aroth the giant venus flytrap hits Meionin for 6 nature damage.
Poison from Aroth the giant venus flytrap hits Meionin for 107 nature damage.
Meionin receives 32 healing from Temporal Restoration Field.
Meionin the level 11 doomelf shadowblade was slimed to death by Aroth the giant venus flytrap on level 2 of Norgos Lair.