













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 26 / 56% |
Size | medium |
Lifes / Deaths | Killed by Emirille the cave bear at level 26 on the 44th Regrowth 123rd year of Ascendancy at 13:33 / 1 |
Primary Stats
Strength | 14 (base 11) |
Dexterity | 44 (base 40) |
Constitution | 23 (base 10) |
Magic | 10 (base 10) |
Willpower | 33 (base 22) |
Cunning | 73 (base 57) |
Resources
Life | -241/616 |
Stamina | 117/252 |
Equilibrium | 18 |
Healing Factor | 1.1099022211821 |
Regeneration | 3.9401528851964 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 43.954687854192 |
See Invisible | 43.954687854192 |
Offense: Mainhand
Damage | 37 |
Accuracy | 48 |
Crit Chance | 26% |
APR | 38 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 48 |
Crit Chance | 26% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +19% |
Acid | +15% |
Nature | +15% |
Physical | +6% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Physical | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 30 (79.007671158813%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 22 |
Mental Save | 31 |
Defense: Resistances
Mind | + 23%( 70%) |
Darkness | + 46%( 70%) |
Nature | + 46%( 70%) |
Temporal | + 18%( 70%) |
Blight | + 20%( 70%) |
Physical | + 18%( 70%) |
Cold | + 20%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Poison Resistance | 12% |
Blind Resistance | 100% |
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 438 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% 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
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost warrior from death by Burb the snow giant champion. Escort: lost warrior (level 1 of Daikara) | 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 |
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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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. * You've found the needed warg claw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Defense +10 (+3 eff.) Resists +9% mind HP.reg +2.00 Blind- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Rush: Puts all charms on 21 cooldown Level 1.3 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +10 (+4 eff.) Dmg.mod +3% mind +6% physical Res.pen +5% physical ----- def ----- Max.HP +41.00 ---------- misc Max.stam +10.00 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 T5 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +10 Defense +3 (+1 eff.) Resists +6% cold Phys.save +15 (+6 eff.) Mind.save +6 (+3 eff.) Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +5 Con dps ---------- Melee+ 8 darkness Dmg.mod +4% darkness Acc +10 (+4 eff.) ----- def ----- Armour +2 Resists +10% darkness Phys.save +9 (+4 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Moonlight Ray 3 On Hit: * 10% chance to reduce damage dealt by 25% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+5 eff.) Melee Ret 10 acid 8 fire ---------- misc Equi/ret +0.08 Max.hate +6.00 Max.psi +30.00 Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 17 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +6 Cun +2 Wil dps ---------- Dmg.mod +15% darkness Res.pen +15% darkness ----- def ----- Resists +6% nature +6% blight Poison- +12% Disease- +13% ---------- misc Psi/ret +0.20 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +15 (+5 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit: * Deals 86 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +1% physical +12% darkness +3% temporal Phys.save +3 (+1 eff.) Max.HP +36.00 Pinning- +20% A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +15.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Apr +1 Melee Ret 2 light 4 physical ----- def ----- Defense +17 (+5 eff.) Resists +2% physical Phys.save +5 (+2 eff.) Die.at -40.00 life ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 225 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 96 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 476% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 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 202 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 261 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +1 Con dps ---------- Phys.crit +6.0% Apr +2 ----- def ----- Resists +3% physical Heal.mod +12% Cut- +50% Heal: Puts all charms on 29 cooldown Level 1.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 214 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +13 Lck +4 Wil dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Unseen.red 12% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% light +10% darkness Blind- +24% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag +2 Wil +3 Cun dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +6% nature +19% fire On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Resists +26% fire Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +23.00 Disarm- +20% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Dmg.mod +6% mind ---------- misc Max.hate +10.00 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Master Power 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +18 (+7 eff.) Res.pen +13% physical Acc +6 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +51% Sharp, short and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 6 mind 8 darkness Dmg.mod +2% mind +4% darkness ----- def ----- Phys.save +4 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Cun +5 Wil dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +3% acid +25% fire +12% nature On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Defense +7 (+2 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 45.14 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Nature Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +7 Con +6 Wil ----- def ----- Max.HP +35.00 One-handed war axes. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +7% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +1 Dex +2 Con dps ---------- Dmg.mod +12% cold +15% physical ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +16% cold +16% light +14% fire Spell.save +6 (+3 eff.) Stealth +10 ---------- misc Stam/turn +0.70 Max.stam +10.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +5 Mag +3 Wil ----- def ----- Defense +2 (+0 eff.) Spell.save +8 (+4 eff.) ---------- misc Max.mana +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +11% all Max.HP +60.00 HP.reg +1.50 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +3 Dex +1 Cun +4 Con dps ---------- Phys.crit +2.0% Acc +5 (+2 eff.) ----- def ----- Resists +11% darkness +11% mind +7% all Phys.save +11 (+4 eff.) Spell.save +11 (+6 eff.) Mind.save +21 (+10 eff.) Die.at -40.00 life The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +5 Str +4 Mag +4 Wil dps ---------- Dmg.mod +8% lightning +7% physical +6% cold ----- def ----- Resists +5% lightning +5% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +12 Lck +6 Dex dps ---------- Dmg.mod +6% mind Melee Ret 10 mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +5 Resists +9% blight +6% darkness +3% nature Stealth +13 A pair of boots made of leather. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +4 Dex +7 Con dps ---------- Melee+ 5 physical Dmg.mod +8% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +9 Fatigue +5% ---------- misc Light +3 Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit.r1 +13 physical On Crit.r2 +9 physical On Hit: 10% Sand Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+5 eff.) ----- def ----- Armour +6 Mind.save +11 (+6 eff.) Max.HP +40.00 Unarmed combat: Power 23.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +3 Crit +10.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 8 darkness Dmg.mod +5% darkness Acc +10 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% darkness Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +14.0% Atk.spd 83% On Hit: 20% Moonlight Ray 3 On Hit: * 11% chance to reduce damage dealt by 25% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +5% blight +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +1 Fatigue +1% Resists +9% acid +1% physical Phys.save +3 (+1 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +10 (+4 eff.) Dmg.mod +11% lightning Acc +5 (+2 eff.) Melee Ret 6 light ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +2 Cun +2 Wil ----- def ----- Armour +3 Fatigue +3% Crit.chn- 15.00% HP.reg +4.00 Poison- +20% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Wil +1 Cun +3 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 See.Invis +9 A cap made of leather. |
![]() 9.0 T4 light armor Reqs Str 18 [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+3 eff.) Dmg.mod +6% blight ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +21% fire Max.HP +41.00 HP.reg +8.50 Heal.mod +18% ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +18% fire A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Res.pen +20% mind ----- def ----- Fatigue -5% Resists +3% cold ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +10 (+5 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 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. |
![]() 3.0 T4 shot ammo [Ego+] Master Power 47.5 - 57.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +13.5% Capacity 22 On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Crit.mult +5.00% Res.pen +5% physical Acc +5 (+2 eff.) Apr +2 ---------- misc Max.mana +80.00 Blast the opponent's mind dealing 124 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Resists +9% darkness +3% fire Crit.chn- 5.00% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 223 physical damage Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase the duration of 1 beneficial effects by 1. 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Mind.pwr +20 (+7 eff.) Res.pen +5% mind +10% lightning ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.hate +4.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +10 (+4 eff.) Melee Ret 8 nature ---------- misc Equi/ret +0.28 Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 140 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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 ALRIGHT_NEVERMIND the Cornac Rogue level 8
6th Mirth 122nd year of Ascendancy at 22:48 see stats
By ALRIGHT_NEVERMIND the Cornac Rogue level 26
42nd Regrowth 123rd year of Ascendancy at 21:47 see stats
By ALRIGHT_NEVERMIND the Cornac Rogue level 10
2nd Dusk 122nd year of Ascendancy at 16:08 see stats
By ALRIGHT_NEVERMIND the Cornac Rogue level 20
73rd Dusk 122nd year of Ascendancy at 16:33 see stats
By ALRIGHT_NEVERMIND the Cornac Rogue level 24
61st Haze 122nd year of Ascendancy at 19:03 see stats
By ALRIGHT_NEVERMIND the Cornac Rogue level 8
10th Flare 122nd year of Ascendancy at 05:01 see stats
By ALRIGHT_NEVERMIND the Cornac Rogue level 11
8th Dusk 122nd year of Ascendancy at 10:12 see stats
By ALRIGHT_NEVERMIND the Cornac Rogue level 24
48th Haze 122nd year of Ascendancy at 00:06 see stats
By ALRIGHT_NEVERMIND the Cornac Rogue level 16
20th Dusk 122nd year of Ascendancy at 03:14 see stats
Log
Talent Rogue's Tools is ready to use.
Talent Dirty Fighting is ready to use.
Talent Disengage is ready to use.
Talent Heartseeker is ready to use.
Burning from Emirille the cave bear hits ALRIGHT_NEVERMIND for 43 fire damage.
ALRIGHT_NEVERMIND uses Flurry.
Emirille the cave bear notices you at the last moment!
ALRIGHT_NEVERMIND performs a melee critical strike against Emirille the cave bear!
Emirille the cave bear notices you at the last moment!
Emirille the cave bear notices you at the last moment!
ALRIGHT_NEVERMIND performs a melee critical strike against Emirille the cave bear!
Emirille the cave bear notices you at the last moment!
ALRIGHT_NEVERMIND performs a melee critical strike against Emirille the cave bear!
Emirille the cave bear notices you at the last moment!
Emirille the cave bear notices you at the last moment!
ALRIGHT_NEVERMIND hits Emirille the cave bear for (10 to psi shield), 15 nature, 4 darkness, 0 arcane, (5 to psi shield), 8 nature, 4 darkness, (6 to psi shield), 9 nature, (6 to psi shield), 8 physical, 4 darkness, 4 darkness, (9 to psi shield), 14 nature, (10 to psi shield), 15 physical, 4 darkness, 4 darkness, (6 to psi shield), 9 nature, (6 to psi shield), 8 physical, 4 darkness, 4 darkness, (6 to psi shield), 9 nature, 4 darkness (132 total damage).
ALRIGHT_NEVERMIND's Quickdraw Knife performs a melee critical strike against Emirille the cave bear!
ALRIGHT_NEVERMIND's Quickdraw Knife hits Emirille the cave bear for (31 to psi shield), 46 physical, 4 darkness (50 total damage).
Emirille the cave bear uses Stun.
ALRIGHT_NEVERMIND is stunned!
Emirille the cave bear hits ALRIGHT_NEVERMIND for 98 physical, 21 physical (120 total damage).
Melee retaliation hits Emirille the cave bear for 1 light, 3 fire, (2 to psi shield), 3 acid, (1 to psi shield), 1 nature, (1 to psi shield), 1 physical, (3 to psi shield), 5 nature (13 total damage).
Emirille the cave bear's Beyond the Flesh hits ALRIGHT_NEVERMIND for 80 physical damage.
Deadly Poison from ALRIGHT_NEVERMIND hits Emirille the cave bear for (11 to psi shield), 16 nature (16 total damage).
Melee retaliation hits Emirille the cave bear for 1 light, 2 fire, (2 to psi shield), 2 acid, (0 to psi shield), 1 nature, (1 to psi shield), 1 physical, (3 to psi shield), 4 nature (11 total damage).
Poison from ALRIGHT_NEVERMIND hits Emirille the cave bear for (6 to psi shield), 8 nature (8 total damage).
Bleeding from ALRIGHT_NEVERMIND hits Emirille the cave bear for (2 to psi shield), 3 physical (3 total damage).
ALRIGHT_NEVERMIND the level 26 cornac rogue was decapitated to death by Emirille the cave bear on level 2 of Bearscape.
You end your Shadow Dance.