Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Root's Tooltip Options 1.7.0Adds UI options for various tooltip settings, including: - maximum width - speed of scrolling - delay before scrolling at top and bottom - font size - unlocked transparency This addon is compatible with other addons that change the contents of tooltips. Inspired by several previous tooltip addons, including those by DirectOrder and Thrale. Requested by Femme Fatale and Aeternis on the Discord. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Thalore |
Class | Archer |
Level / Exp | 22 / 45% |
Size | big |
Lifes / Deaths | Killed by Blood Master at level 22 on the 18th Pyre 123rd year of Ascendancy at 10:21 / 1 |
Primary Stats
Strength | 35 (base 12) |
Dexterity | 59 (base 50) |
Constitution | 14 (base 10) |
Magic | 12 (base 10) |
Willpower | 17 (base 10) |
Cunning | 61 (base 40) |
Resources
Life | -21/494 |
Stamina | 88/225 |
Healing Factor | 1.0372895330003 |
Regeneration | 6.4830595812519 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 42.634129341246 |
See Invisible | 48.634129341246 |
Offense: Mainhand
Damage | 85 |
Accuracy | 64 |
Crit Chance | 33% |
APR | 23 |
Speed | 0.95 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Fire | +5% |
Cold | +21% |
Physical | +5% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Defense: Base
Armour (hardiness) | 23 (63.914983985962%) |
Defense | 54 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 16 |
Mental Save | 32 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 16%( 70%) |
Cold | + 24%( 70%) |
All | + 2%( 70%) |
Lightning | + 36%( 70%) |
Light | + 7%( 70%) |
Temporal | + 8%( 70%) |
Mind | + 19%( 70%) |
Darkness | + 7%( 70%) |
Fire | + 9%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Knockback Resistance | 70% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 27% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 351 life over 5 turns. Its effects scale with your Dexterity 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Marksmanship | 1.43 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +5. | done |
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. | active |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed green worm. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | Salosewe the quiver of ash arrows (11/15, 31-44 power, 7 apr) Salosewe the quiver of ash arrows (11/15, 31-44 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Nature/Master/Psionic Weapon Damage 31.5 - 44.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +13.5% Capacity 15 On-ranged-hit +12 blight +20 arcane +17 nature On-Hit, radius 1 +12 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Critical: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | brass lantern 'Polulraldassra' brass lantern 'Polulraldassra'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str +1 Wil defense ------ Resistance +6% acid Crit Resistance 15.00% Mind save +5 (+2 eff.) other ------- Light +4 See Stealth +6 See Invisibility +6 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 | mindcaging hardened leather cap of trickery (0 def, 3 armour) mindcaging hardened leather cap of trickery (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Dex offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +3% Resistance +12% mind Mind save +13 (+6 eff.) Confus Resist +27% A cap made of leather. |
Tool | Radiancegrind [power 272] (11/13 cooldown) Radiancegrind [power 272] (11/13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% light defense ------ Resistance +3% acid +3% fire +3% cold +12% blight other ------- Light +3 Heal yourself and all friendly characters within 10 spaces for 272 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Bloodcaller Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 17.20 You won the Ring of Blood trial, and this is your reward. |
On fingers | Yvivea the stralite ring Yvivea the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun offense ------ Damage +15% lightning +6% mind Accuracy +7 (+2 eff.) Ignore Armor +11 defense ------ Defense +20 (+6 eff.) Resistance +30% lightning +6% mind +15% acid Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 waist | rough leather belt 'Gybeth' rough leather belt 'Gybeth'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str offense ------ Ignore Shields +20% defense ------ Resistance +5% lightning +7% temporal Spell save +6 (+5 eff.) Mind save +6 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
In main hand | Surefire Surefire4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
On hands | hardened leather gloves 'Dagugobers' (0 def, 2 armour) hardened leather gloves 'Dagugobers' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Nature While equipped: Stats +2 Cun +3 Mag offense ------ Spell Crit +5% Spellpower +6 (+4 eff.) On-Hit 7 fire Damage +5% fire defense ------ Armor +2 Resistance +5% fire +6% light +6% darkness Life Regen +4.00 Stun Resist +10% Knockbk Resist +20% other ------- Mana/turn +0.10 Infravision +1 Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +7 fire +14 light +12 darkness On Hit: 10% Elemental Bolt level 3 On Hit: 10% Fire Breath level 3 Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 35.23 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+3 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Cloak | Chillparry the linen cloak (1 def, 8 armour) Chillparry the linen cloak (1 def, 8 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +1 Wil offense ------ Damage +6% cold On-Hit (Melee): * 20% chance to reduce armor by 20% defense ------ Armor +8 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. |
Around neck | Cyresethra the steel amulet Cyresethra the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun offense ------ Critical power +5.00% Spellpower/crit +6 other ------- Light +1 See Invisibility +6 Masteries +0.13 Technique/Marksmanship Amulets make your neck look great! |
Inventory
copper amulet of healing copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +10% Cut Resist +50% Heal: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 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! |
Mirezephyr, the copper ring Mirezephyr, the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +16% nature +3% mind Ignore resists +5% light On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Resistance +20% nature Rings make your fingers look great! |
Ring of Growth Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+5 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
pixie's steel ring of sensing pixie's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +4 Mag offense ------ Spellpower +7 (+4 eff.) defense ------ Blind Resist +22% other ------- Infravision +4 See Stealth +6 See Invisibility +10 Rings make your fingers look great! |
savior's steel ring of corrosion (+22%) savior's steel ring of corrosion (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Physical save +8 (+5 eff.) Spell save +6 (+5 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
Serpent's Glare (7-7 power, 15 apr, nature damage) Serpent's Glare (7-7 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 7 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 214.32 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Titar the Phoenixmark Titar the Phoenixmark4.0 Encumbrance T1 longbow 2H weapon [Rare] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +2 Dex offense ------ Damage +9% fire defense ------ Resistance +6% cold +9% fire Spell save +6 (+5 eff.) Longbows are used to shoot arrows at your foes. |
elm longbow elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
steady elm longbow steady elm longbow4.0 Encumbrance T1 longbow 2H weapon [Ego] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: offense ------ Physical Crit +2.0% Accuracy +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
rough leather sling 'Xanywyn' rough leather sling 'Xanywyn'4.0 Encumbrance T1 sling 1H weapon [Rare] Disrupt Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: offense ------ Damage +6% mind defense ------ Resistance +9% acid +3% temporal +8% lightning +8% fire +7% cold +3% all Spell save +5 (+4 eff.) Mind save +3 (+1 eff.) Disease Resist +10% Knockbk Resist +10% Slings are used to hurl stones or metal shots at your foes. |
rough leather sling of lightning rough leather sling of lightning4.0 Encumbrance T1 sling 1H weapon [Ego] Arcane Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +6 lightning While equipped: offense ------ Damage +9% lightning Slings are used to hurl stones or metal shots at your foes. |
barbed quiver of ash arrows of crippling (13/16, 32-45 power, 7 apr) barbed quiver of ash arrows of crippling (13/16, 32-45 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego++] Master Weapon Damage 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +19.5% Capacity 16 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
deadly quiver of ash arrows of erosion (21/21, 30-42 power, 7 apr) deadly quiver of ash arrows of erosion (21/21, 30-42 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Nature/Master Weapon Damage 30.5 - 42.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 21 On-ranged-hit +9 nature Arrows are used with bows to pierce your foes to death. |
pouch of dwarven-steel shots 'Lighthack' (15/17, 41-49 power, 3 apr) pouch of dwarven-steel shots 'Lighthack' (15/17, 41-49 power, 3 apr)3.0 Encumbrance T3 shot ammo [Random Unique] Arcane/Master Weapon Damage 41.5 - 49.8 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +13.0% Capacity 17 Auto Reload 4 On-ranged-hit +12 blight +4 light On Hit: * 20% chance to reduce strength, dexterity, and constitution by 11 * Create an explosion dealing 27 lightning damage (1/turn) On Critical: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
windwalling steel shield of the stars (0 def, 4 armour, 15-18 power, 37 block) windwalling steel shield of the stars (0 def, 4 armour, 15-18 power, 37 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego++] Arcane/Psionic When used to Attack: Weapon Damage 15.5 - 18.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +37 On-hit +14 physical +10 light +12 darkness While equipped: Stats +2 Mag +1 Wil +3 Cun offense ------ Damage +12% light +11% darkness defense ------ Armor +4 Fatigue +8% Resistance +12% physical +10% light +12% darkness Windwall +18 Slow Projectiles +13% other ------- Talents +1 Block Handheld deflection devices. |
troll-hide rough leather armour of Eyal (3 def, 2 armour) troll-hide rough leather armour of Eyal (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego++] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +53.00 Life Regen +4.20 Healmod +21% A suit of armour made of leather. |
pair of rough leather boots 'Glorelrabeth' (5 def, 3 armour) pair of rough leather boots 'Glorelrabeth' (5 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag defense ------ Armor +3 Defense +5 (+1 eff.) Fatigue -5% Resistance +2% physical Physical save +6 (+4 eff.) other ------- Encumbrance +24 Light +2 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 38.46 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Durerim the Sunravager (1 def, 0 armour) Durerim the Sunravager (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% cold On-Hit (Melee): * 10% chance to slow global speed by 45% defense ------ Defense +1 (+0 eff.) Resistance +6% light +16% cold Spell save +3 (+3 eff.) A pointy cloth hat, very wizardly... |
rough leather cap of knowledge (0 def, 1 armour) rough leather cap of knowledge (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +1 Fatigue +1% A cap made of leather. |
2 agate 2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
3 ametrine 3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.0 Encumbrance 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. |
12 topaz 12 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 amethyst 13 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+4 eff.) Spell save +6 (+5 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+4 eff.) Spell save +6 (+5 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
67 alchemist agate 67 alchemist agate0.0 Encumbrance 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. |
Anaragrim Anaragrim2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% arcane Ignore resists +5% mind defense ------ Physical save +6 (+4 eff.) Healmod +12% other ------- Psi when Hit +0.16 Mana-on-crit +2.00 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. |
woodsman's iron pickaxe (dig speed 35 turns) woodsman's iron pickaxe (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
overpowered elm wand of shielding [power 158] (11/23 cooldown) overpowered elm wand of shielding [power 158] (11/23 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 23 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Rydz the Thalore Archer level 14
64th Haze 122nd year of Ascendancy at 02:56 see stats
By Rydz the Thalore Archer level 17
10th Decay 122nd year of Ascendancy at 05:14 see stats
By Rydz the Thalore Archer level 19
9th Regrowth 123rd year of Ascendancy at 17:11 see stats
By Rydz the Thalore Archer level 10
30th Haze 122nd year of Ascendancy at 23:45 see stats
By Rydz the Thalore Archer level 20
10th Regrowth 123rd year of Ascendancy at 15:21 see stats
By Rydz the Thalore Archer level 8
28th Haze 122nd year of Ascendancy at 06:33 see stats
By Rydz the Thalore Archer level 10
32nd Haze 122nd year of Ascendancy at 17:51 see stats
By Rydz the Thalore Archer level 22
18th Pyre 123rd year of Ascendancy at 02:03 see stats
By Rydz the Thalore Archer level 19
10th Regrowth 123rd year of Ascendancy at 09:35 see stats
Log
Rydz regains balance.
Talent Steady Shot is ready to use.
Blood Master hits Rydz for 81 physical, 20 physical, 11 lightning (113 total damage).
Rydz uses Infusion: Regeneration.
Rydz starts regenerating health quickly.
Blood Master is no longer pinned.
Blood Master slows down.
Bleeding from Rydz hits Blood Master for (17 to psi shield), 26 physical (26 total damage).
Deep Wound from Rydz hits Blood Master for (13 to psi shield), 20 physical (21 total damage).
Blood Master's Beyond the Flesh hits Rydz for 102 physical, 8 blight, 24 physical, 12 lightning (148 total damage).
Rydz speeds up.
Rydz reacts to an attack from Blood Master, mitigating the blow!.
Blood Master hits Rydz for (31 reacted , -4 stam), 92 physical, 24 physical, 12 lightning (129 total damage).
Rydz uses Tumble.
Rydz uses Scatter Shot.
Blood Master stops bleeding.
Spectator says: 'Slavers forever!'
Rydz's Scatter Shot performs a ranged critical strike against Blood Master!
Blood Master is stunned!
Blood Master reacts immediately after taking severe wounds!
Blood Master is poisoned!
Rydz's Scatter Shot hits Blood Master for (65 to psi shield), 113 physical, 12 blight, (5 to psi shield), 8 nature, 20 arcane, (4 to psi shield), 7 temporal (161 total damage).
Deep Wound from Rydz hits Blood Master for (13 to psi shield), 20 physical (21 total damage).
Rydz receives 2 healing from Bloodcaller.
Blood Master deactivates Kinetic Aura.
Rydz is knocked back!
Blood Master hits Rydz for 55 physical damage.
Rydz the level 22 thalore archer was raked to death by Blood Master on level 3 of Ring of Blood.