













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!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 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 Embers of Rage 1.7.4Official Expansion!Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Skirmisher |
| Level / Exp | 11 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Nerodhenn the rattlesnake at level 11 on the 19th Profit 122nd year of Ascendancy at 19:48 / 1 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 38 (base 35) |
| Constitution | 17 (base 10) |
| Magic | 9 (base 11) |
| Willpower | 14 (base 11) |
| Cunning | 34 (base 25) |
Resources
| Life | -36/441 |
| Stamina | 11/140 |
| Healing Factor | 1.192941519274 |
| Regeneration | 0.2982353798185 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 31.785219413488 |
| See Invisible | 31.785219413488 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 35 |
| Crit Chance | 11% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22.719009130622 (56.026343845506%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 3.9238052216851 |
| Physical Save | 20 |
| Spell Save | 8 |
| Mental Save | 21 |
Defense: Resistances
| Nature | + 17%( 70%) |
| Lightning | + 21%( 70%) |
| Acid | + 12%( 70%) |
| Darkness | + 6%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 126 life over 5 turns. Its effects scale with your Willpower 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 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 |
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. | 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 |
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 sandworm tooth. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed orc heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Lightningsquall the pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +3 Con ----- def ----- Armour +2 Resists +3% lightning +9% acid ---------- misc Infravis +1 A pair of boots made of leather. |
| Quiver | pouch of iron shots (18/18, 16-19 power, 1 apr)3.0 T1 shot ammo [Normal] Power 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +41.00 Heal.mod +13% ---------- misc 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 | Greenraider (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% darkness Melee Ret 2 light ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% darkness A cap made of leather. |
| Tool | Duathelravager [power 116] (4/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +15% arcane On Hit (Melee): * 10% chance to reduce damage dealt by 13% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On hands | heroic iron gauntlets (0 def, 5 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +5 Fatigue +1% Mind.save +6 (+3 eff.) Max.HP +40.00 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. |
| Around waist | Lisoyalelle the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Cun +3 Str ----- def ----- Resists +5% arcane Die.at -20.00 life Max.HP +34.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 A belt that goes around your waist. |
| In main hand | mighty cured leather sling of fire4.0 T2 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 fire While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% fire Slings are used to hurl stones or metal shots at your foes. |
| Main armor | cleansing rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +11% nature +10% blight Max.HP +21.00 A suit of armour made of leather. |
| In off hand | reinforced iron shield of lightning resistance (+15%) (0 def, 4 armour, 8-9 power, 40 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Emelona (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Cun +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +6% cold +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
Inventory
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
arcing iron battleaxe (13-20 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 13.0 - 19.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
flaming iron battleaxe (14-21 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 14.0 - 21.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed battleaxes. |
truestriking iron battleaxe of massacre (24-36 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego+] Master Power 24.0 - 36.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +12 (+5 eff.) Apr +9 Massive two-handed battleaxes. |
acidic dwarven-steel dagger (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
acidic iron dagger of vileness (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
acidic steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
balanced steel dagger of massacre (17-22 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +21% Sharp, short and deadly. |
flaming iron dagger of vileness (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 blight On Hit.r1 +6 fire On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
slime-covered steel dagger of erosion (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Disrupt Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature On Hit: * 7% chance to slow global speed by 40% Sharp, short and deadly. |
acidic iron greatmaul of erosion (17-26 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Nature Power 17.0 - 25.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 nature On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed mauls. |
iron greatsword of crippling (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Master Power 16.0 - 25.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
mighty elm longbow4.0 T1 longbow 2H weapon [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
iron longsword of paradox (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 temporal While equipped: ----- def ----- Resists +6% temporal Sharp, long, and deadly. |
steel longsword of massacre (17-24 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
iron mace (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
steel mace 'Blackkill' (16-22 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +5 fire On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +5 Mag dps ---------- Phys.crit +8.0% Phys.pwr +6 (+2 eff.) Dmg.mod +3% darkness Blunt and deadly. |
Layyra the cured leather sling4.0 T2 sling 1H weapon [Random Unique] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +6 Con +5 Wil dps ---------- Phys.crit +1.0% Res.pen +7% all Acc +12 (+5 eff.) Apr +7 On Hit (Ranged): * 20 arcane resource burn * 10% chance to reduce armor by 10% ----- def ----- Resists +6% acid Max.HP +32.00 Slings are used to hurl stones or metal shots at your foes. |
rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
Glitterripper the ash starstaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Spell.crit +9% Spell.pwr +10 (+5 eff.) Dmg.mod +15% lightning +15% cold +15% arcane +15% fire Res.pen +10% light ----- def ----- Armour +4 Hardiness +4% Phys.save +3 (+1 eff.) ---------- misc Infravis +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness ---------- misc Mana/turn +0.10 Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Barkedge (13-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 15 While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Resists +8% acid +7% cold +8% lightning +8% fire +6% mind +3% all Spell.save +6 (+6 eff.) One-handed war axes. |
iron waraxe of massacre (18-24 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Porenn1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% Dmg.mod +3% blight ----- def ----- Defense +9 (+4 eff.) Stealth +6 ---------- misc Equi/ret +0.04 Max.mana +40.00 A belt that goes around your waist. |
Shadownull the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Crit.mult +5.00% Mind.pwr +5 (+3 eff.) Res.pen +10% darkness ----- def ----- Defense +1 (+1 eff.) ---------- misc Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Mofang' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Res.pen +5% physical Acc +34 (+12 eff.) Apr +4 Melee Ret 2 physical ----- def ----- 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. |
Falylin the pair of iron boots (5 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Acc +15 (+6 eff.) ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +2% Resists +6% lightning +5% temporal Die.at -40.00 life ---------- misc Stam/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glitterkin (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +15% light Melee Ret 6 mind ----- def ----- Armour +1 Phys.save +11 (+5 eff.) Mind.save +20 (+10 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Unlightpanic' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness Melee Ret 2 fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Resists +7% lightning +6% temporal +9% light Spell.save +3 (+3 eff.) A pair of boots made of leather. |
restful iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 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. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
cleansing linen wizard hat of nature (+21%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Defense +1 (+1 eff.) Resists +21% nature +5% blight A pointy cloth hat, very wizardly... |
rough leather cap 'Earokalthosus' (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +5 ----- def ----- Armour +5 Fatigue +1% Resists +3% blight Phys.save +9 (+4 eff.) Max.HP +20.00 Disease- +20% Cut- +10% A cap made of leather. |
rough leather cap 'Scaldravager' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +18% arcane +3% fire Res.pen +5% blight +5% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 42.7 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
impenetrable iron mail armour (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel mail armour of stability (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +11 (+5 eff.) A suit of armour made of mail. |
iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% fire A suit of armour made of mail. |
prismatic iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +11% light +11% darkness A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+6 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.80 to 95.39 lightning damage (63.59 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
cleansing rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +10% blight +11% nature +16% acid A suit of armour made of leather. |
rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +16% cold A suit of armour made of leather. |
iron shield of cold resistance (+15%) (0 def, 2 armour, 10-12 power, 21 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
2 agate0.0 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. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
survivor's brass lantern of focus2.0 T1 lite [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 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 Chest2.0 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. |
pouch of iron shots (17/17, 16-19 power, 1 apr)3.0 T1 shot ammo [Normal] Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
supercharged elm wand of lightning storm [power 146] (4/18 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 29 lightning damage and will be dazed for 1 turn (146 total damage) Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By slingy the Dwarf Skirmisher level 9
2nd Profit 122nd year of Ascendancy at 10:43 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By slingy the Dwarf Skirmisher level 10
14th Profit 122nd year of Ascendancy at 12:46 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By slingy the Dwarf Skirmisher level 6
18th Voratun 122nd year of Ascendancy at 22:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By slingy the Dwarf Skirmisher level 9
10th Profit 122nd year of Ascendancy at 05:38 see stats
Log
Nerodhenn the rattlesnake regains their energy.
Poison from Nerodhenn the rattlesnake hits Nerodhenn the rattlesnake for (7 flat reduction), 3 nature (3 total damage).
Slingy uses Block.
Poison from Nerodhenn the rattlesnake hits Nerodhenn the rattlesnake for (7 flat reduction), 4 nature (4 total damage).
Nerodhenn the rattlesnake throws a finishing uppercut.
Slingy is stunned!
Melee retaliation hits Nerodhenn the rattlesnake for (2 flat reduction), 0 light (0 total damage).
Nerodhenn the rattlesnake hits slingy for (40 blocked), (13 flat reduction), 0 physical, (4 blocked), 0 lightning (0 total damage).
Slingy seems more focused.
Nerodhenn the rattlesnake uses Wing Buffet.
Nerodhenn the rattlesnake misses slingy.
Nerodhenn the rattlesnake stops being poisoned.
Talent Swift Shot is ready to use.
Talent Disengage is ready to use.
Talent Dig is ready to use.
Nerodhenn the rattlesnake raises their leg and snaps it downward in a devastating axe kick.
Slingy's brain isn't quite working right!
Melee retaliation hits Nerodhenn the rattlesnake for (1 flat reduction), 0 light (0 total damage).
Nerodhenn the rattlesnake hits slingy for (18 flat reduction), 50 physical, (4 flat reduction), 0 lightning (50 total damage).
Nerodhenn the rattlesnake lashes out with a spinning backhand.
Melee retaliation hits Nerodhenn the rattlesnake for (1 flat reduction), 0 light (0 total damage).
Nerodhenn the rattlesnake hits slingy for (18 flat reduction), 40 physical, (4 flat reduction), 0 lightning (40 total damage).
Slingy is not stunned anymore.
Nerodhenn the rattlesnake lashes out with a flurry of fists.
Melee retaliation hits Nerodhenn the rattlesnake for (2 flat reduction), 0 light, (2 flat reduction), 0 light, (2 flat reduction), 0 light (0 total damage).
Nerodhenn the rattlesnake hits slingy for (18 flat reduction), 21 physical, (4 flat reduction), 0 lightning, (18 flat reduction), 18 physical, (4 flat reduction), 0 lightning, (18 flat reduction), 21 physical (60 total damage).
slingy the level 11 dwarf skirmisher was chopped into tiny pieces to death by Nerodhenn the rattlesnake on level 1 of Ruins of Kor'Pul.
























































































