Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
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 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 | Krog |
Class | Rogue |
Level / Exp | 14 / 67% |
Size | big |
Lifes / Deaths | Killed by Islawe the rattlesnake at level 14 on the 6th Dusk 122nd year of Ascendancy at 23:39 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 14 (base 11) |
Dexterity | 51 (base 40) |
Constitution | 12 (base 10) |
Magic | 8 (base 10) |
Willpower | 17 (base 10) |
Cunning | 38 (base 30) |
Resources
Life | -145/422 |
Stamina | 107/156 |
Healing Factor | 1.0191526171258 |
Regeneration | 2.2930933885331 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 33.415410021227 |
See Invisible | 45.415410021227 |
Offense: Mainhand
Damage | 51 |
Accuracy | 51 |
Crit Chance | 27% |
APR | 11 |
Speed | 0.91 |
Offense: Offhand
Damage | 25 |
Accuracy | 51 |
Crit Chance | 27% |
APR | 11 |
Speed | 0.91 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +23% |
Light | +9% |
Nature | +5% |
Darkness | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Light | +25% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 11 (38.594633868923%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 12 |
Spell Save | 12 |
Mental Save | 25 |
Defense: Resistances
Cold | + 6%( 70%) |
All | 0%( 70%) |
Lightning | + 48%( 70%) |
Light | + 12%( 70%) |
Temporal | + 12%( 70%) |
Darkness | + 12%( 70%) |
Mind | + 15%( 70%) |
Fire | + 3%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 42% |
Confusion Resistance | 41% |
Instadeath Resistance | 100% |
Pinning Resistance | 50% |
Poison Resistance | 50% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 209 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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 25% for 4 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 530% 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 Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one 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.' | 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 | Phoenix's kiss (0 def, 1 armour) Phoenix's kiss (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +5 Dex ----- def ----- Armour +1 Resists +5% lightning +6% temporal +3% fire ---------- misc Light +2 Infravis +1 See.Invis +12 A pair of boots made of leather. |
Light source | Splendourblow Splendourblow2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +3% mind Res.pen +20% light Melee Ret 2 darkness ----- def ----- Resists +9% light Max.HP +43.00 ---------- 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 | Quenchstrider (1 def, 0 armour) Quenchstrider (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +6% cold Phys.save +3 (+3 eff.) Die.at -60.00 life A pointy cloth hat, very wizardly... |
On hands | Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+4 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Tool | supercharged iron torque of gale force [power 140] (9/19 cooldown) supercharged iron torque of gale force [power 140] (9/19 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 140 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Glarewire' copper ring 'Glarewire'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% light +12% lightning Acc +6 (+2 eff.) ----- def ----- Resists +3% mind ---------- misc Light +1 Rings make your fingers look great! |
On fingers | Eryrion Eryrion0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% darkness HP.reg +2.00 Confus- +20% Stun/Frz- +22% Knockbk- +10% Rings make your fingers look great! |
Around neck | Shadowblight Shadowblight0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% light On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +12% mind +6% darkness Confus- +21% Amulets make your neck look great! |
In main hand | Neriwen the steel dagger (102% power, 6 apr) Neriwen the steel dagger (102% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 102% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature On Crit.r2 +4 acid On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +7.0% Mind.crit +2% Phys.spd +10% Acc +8 (+3 eff.) ---------- misc Equi/ret +0.08 Max.psi +10.00 Sharp, short and deadly. |
Around waist | Lisitira Lisitira1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Apr +1 ----- def ----- Armour +8 Resists +6% lightning +6% temporal +3% light Crit.chn- 5.00% A belt that goes around your waist. |
In off hand | hateful steel dagger (100% power, 6 apr) hateful steel dagger (100% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Psionic Power 100% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 darkness Against +6% Living Sharp, short and deadly. |
Cloak | Belilaith (1 def, 0 armour) Belilaith (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +3 Wil ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning Crit.chn- 10.00% Mind.save +12 (+6 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 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 43.09 to 129.26 lightning damage (86.17 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
healing infusion of the duelist (heal 142; cd 10) healing infusion of the duelist (heal 142; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 464%; cd 11) movement infusion of the psychic (speed 464%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 464% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 269; 17 cd) regeneration infusion of the duelist (heal 269; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 269 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous 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. |
Prismatic Rune (6 turns; lightning, physical, light, blight, cold) Prismatic Rune (6 turns; lightning, physical, light, blight, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 5 light, 3 blight, 3 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 80; cd 15) shatter afflictions rune of the sneak (absorb 80; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 80 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
Chargewither the copper ring Chargewither the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% light +5% lightning Melee Ret 6 lightning ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
iron dagger (97% power, 5 apr) iron dagger (97% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 97% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (102% power, 5 apr) iron dagger (102% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 102% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
flaming iron longsword of massacre (118% power, 2 apr) flaming iron longsword of massacre (118% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +7 fire Sharp, long, and deadly. |
Greenraptor (100% power, 2 apr, darkness element) Greenraptor (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness +9% nature Res.pen +5% light Melee Ret 10 nature ----- def ----- Resists +9% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Galemoon the iron waraxe (103% power, 2 apr) Galemoon the iron waraxe (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 lightning +7 cold On Crit.r2 +16 lightning While equipped: dps ---------- Dmg.mod +9% blight Melee Ret 2 lightning ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 One-handed war axes. |
insulating rough leather belt of transcendence insulating rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +6% fire +5% cold Phys.save +6 (+6 eff.) A belt that goes around your waist. |
Sparksear (1 def, 0 armour) Sparksear (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +18% lightning ----- def ----- Defense +1 (+0 eff.) Resists +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Loamcut the linen robe (0 def, 0 armour) Loamcut the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Dmg.mod +11% acid Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +16% acid +7% all ---------- misc Infravis +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glyyawen the Hellsquell (0 def, 3 armour) Glyyawen the Hellsquell (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Con dps ---------- Res.pen +5% fire ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
Iceweeper the pair of iron boots (0 def, 3 armour) Iceweeper the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +3% blight +3% cold Res.pen +5% cold Melee Ret 6 blight 2 fire ----- def ----- Armour +3 Fatigue +2% Resists +9% blight Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shiverlord the iron gauntlets (10 def, 1 armour) Shiverlord the iron gauntlets (10 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +3% lightning Res.pen +10% mind +5% cold ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +1% Resists +5% lightning Max.HP +20.00 ---------- misc Max.psi +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. |
Arelin the Cloudtooth (0 def, 1 armour) Arelin the Cloudtooth (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% lightning Melee Ret 4 acid ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +9% cold A cap made of leather. |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable iron mail armour (2 def, 9 armour) impenetrable iron mail armour (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
8 agate 8 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. |
iron pickaxe 'Blinddredge' (dig speed 38 turns) iron pickaxe 'Blinddredge' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Dmg.mod +6% nature +12% mind Melee Ret 4 light ----- def ----- Resists +11% nature +3% acid ---------- misc Psi/ret +0.04 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- 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. |
brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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 Orb Scrying Orb1.0 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 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 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. |
Burnmight the iron torque of gale force [power 100] (9/15 cooldown) Burnmight the iron torque of gale force [power 100] (9/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +25% fire Melee Ret 2 fire ---------- misc Light +2 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 100] (9/15 cooldown) iron torque of gale force [power 100] (9/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
2 ametrine 2 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. |
6 citrine 6 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. |
4 zircon 4 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
By sneaky the Krog Rogue level 10
8th Mirth 122nd year of Ascendancy at 16:23 see stats
By sneaky the Krog Rogue level 6
78th Pyre 122nd year of Ascendancy at 09:06 see stats
Log
Sneaky is no longer suffering from insomnia.
Sneaky is no longer attuned.
Sneaky stops regenerating health quickly.
Islawe the rattlesnake summons a Ritch Flamespitter!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Sneaky attunes to the damage.
Ritch flamespitter hits sneaky for 75 fire damage.
Talent Disengage is ready to use.
Talent Stealth is ready to use.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits sneaky for 63 fire damage.
Sneaky uses Disengage.
Islawe the rattlesnake uses Take Down.
Islawe the rattlesnake misses sneaky.
Sneaky resists the grapple!
Sneaky uses Disengage.
Sneaky is moving at extreme speed!
Talent Infusion: Healing is ready to use.
Islawe the rattlesnake lashes out with a spinning backhand.
Islawe the rattlesnake hits sneaky for 169 physical damage.
Melee retaliation hits Islawe the rattlesnake for (2 flat reduction), 0 darkness (0 total damage).
sneaky the level 14 krog rogue was torn limb from limb to death by Islawe the rattlesnake on level 3 of Scintillating Caves.