Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! 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.
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:
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:
OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. OldRPG Redeemed - Music Mod - 1 of 2 1.7.6OldRPG Redeemed Music Mod 2 of 2 - This mod replaces 99% of the music in the game with original covers of classic RPG scores. **Both parts are required.** As of 2.0.9, the base game, Ashes, Cults, and Orcs are covered. OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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 OldRPG Redeemed - Music Mod - 2 of 2 1.7.6OldRPG Redeemed Music Mod 2 of 2 - This mod replaces 99% of the music in the game with original covers of classic RPG scores. **Both parts are required.** As of 2.0.9, the base game, Ashes, Cults, and Orcs are covered. 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 16 / 46% |
Size | medium |
Lifes / Deaths | Killed by Emalle the drem at level 16 on the 29th Dusk 122nd year of Ascendancy at 17:21 / 1 |
Primary Stats
Strength | 22 (base 20) |
Dexterity | 18 (base 10) |
Constitution | 25 (base 25) |
Magic | 46 (base 39) |
Willpower | 10 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -73/551 |
Insanity | 19/100 |
Healing Factor | 1.1245178243369 |
Regeneration | 0.28112945608423 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 2 |
Offense: Mainhand
Damage | 36 |
Accuracy | 43 |
Crit Chance | 12% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 11 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +10% |
Blight | +13% |
Darkness | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 25 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 19 |
Mental Save | 18 |
Defense: Resistances
Darkness | + 18%( 70%) |
Lightning | + 20%( 70%) |
Temporal | + 15%( 70%) |
Nature | + 15%( 70%) |
Physical | + 18%( 70%) |
Mind | + 9%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Confusion Resistance | 21% |
Disarm Resistance | 20% |
Knockback Resistance | 60% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Demented / Path of horror | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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. 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 |
Equipment
On feet | pair of iron boots 'Lightningsting' (0 def, 5 armour) pair of iron boots 'Lightningsting' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +2% Resists +3% nature +3% lightning ---------- misc Max.stam +30.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Halozilarab the Chillpride (49/49, 14-20 power, 5 apr) Halozilarab the Chillpride (49/49, 14-20 power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 14.5 - 20.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 49 On Crit.r2 +4 nature +12 cold While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Light source | brass lantern 'Sootveil' brass lantern 'Sootveil'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +6% mind Max.HP +43.00 Blind- +20% ---------- misc Light +4 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 | Polulle (15 def, 7 armour) Polulle (15 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +10% physical ----- def ----- Armour +7 Defense +15 (+7 eff.) Fatigue +5% ---------- misc Stam/turn +3.00 Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Eilinedana the Tempestward Eilinedana the Tempestward0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 6% ----- def ----- Resists +3% lightning +3% darkness Mind.save +5 (+3 eff.) Confus- +21% Rings make your fingers look great! |
On fingers | copper ring of luminosity copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 10 light Ranged+ 11 light Dmg.mod +10% light Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
On hands | rough leather gloves 'Beotir' (0 def, 1 armour) rough leather gloves 'Beotir' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Acc +6 (+2 eff.) Apr +1 ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +6 (+4 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 46.56 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Cloak | Betulle (1 def, 0 armour) Betulle (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +12% temporal +12% darkness +9% nature Crit.chn- 5.00% Max.HP +40.00 Knockbk- +20% Def/telep +11 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding copper amulet of dexterity (+3) grounding copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
Inventory
shielding rune of the duelist (absorb 122; dur 4; cd 14) shielding rune of the duelist (absorb 122; dur 4; cd 14)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 122 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 131; dur 4; cd 18) shielding rune of the titan (absorb 131; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 131 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing copper amulet of willpower (+3) stabilizing copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +20% Amulets make your neck look great! |
dwarven-steel greatmaul (44-65 power, 2 apr) dwarven-steel greatmaul (44-65 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Normal] Power 43.5 - 65.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
iron longsword (10-15 power, 2 apr) iron longsword (10-15 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
elemental dwarven-steel mace (28-39 power, 4 apr) elemental dwarven-steel mace (28-39 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 69 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% fire Blunt and deadly. |
iron mace of massacre (16-23 power, 2 apr) iron mace of massacre (16-23 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Cyruma the rough leather belt Cyruma the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Dmg.mod +3% physical Melee Ret 2 mind ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
Mayada Mayada1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Res.pen +5% physical ----- def ----- Crit.chn- 15.00% HP.reg +0.80 Heal.mod +11% ---------- misc Stam/turn +3.00 See.Invis +9 A belt that goes around your waist. |
enveloping linen cloak of battle (7 def, 0 armour) enveloping linen cloak of battle (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +7 (+3 eff.) Fatigue -2% Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightoblivion the cashmere robe (0 def, 0 armour) Brightoblivion the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.crit +7% Spell.pwr +7 (+2 eff.) Dmg.mod +3% acid +6% fire +11% light +5% darkness Phasing +30% Melee Ret 6 arcane ----- def ----- Resists +11% all Spell.save +3 (+2 eff.) ---------- misc Mana/turn +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Corruptionream (0 def, 3 armour) Corruptionream (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +3% fire Res.pen +15% nature ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% nature +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves (0 def, 2 armour) hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating rough leather cap (0 def, 1 armour) insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold A cap made of leather. |
linen wizard hat 'Urthadil' (1 def, 0 armour) linen wizard hat 'Urthadil' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +10 (+9 eff.) Dmg.mod +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +10% mind ---------- misc Max.psi +10.00 A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Branokhad the steel plate armour (0 def, 9 armour) Branokhad the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Psionic While equipped: Stats +9 Mag dps ---------- Spell.crit +3% Spell.pwr +10 (+3 eff.) Melee Ret 4 mind ----- def ----- Armour +9 Fatigue +22% Resists +13% mind Mind.save +13 (+7 eff.) A suit of armour made of metal plates. |
3 agate 3 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 (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
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. |
pouch of dwarven-steel shots (20/20, 32-38 power, 3 apr) pouch of dwarven-steel shots (20/20, 32-38 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Normal] Power 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
soothing steel torque of clear mind [power 2] (10/25 cooldown) soothing steel torque of clear mind [power 2] (10/25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 33. Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging [power 230] (10/15 cooldown) yew totem of stinging [power 230] (10/15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 230 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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. |
12 zircon 12 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 WiggleWiggle the Cornac Writhing One level 16
20th Dusk 122nd year of Ascendancy at 17:07 see stats
By WiggleWiggle the Cornac Writhing One level 10
7th Mirth 122nd year of Ascendancy at 00:40 see stats
By WiggleWiggle the Cornac Writhing One level 16
29th Dusk 122nd year of Ascendancy at 02:42 see stats
By WiggleWiggle the Cornac Writhing One level 8
2nd Mirth 122nd year of Ascendancy at 08:58 see stats
Log
WiggleWiggle misses Isluma the blade horror.
Isluma the blade horror hits WiggleWiggle for (16 absorbed), 0 physical, 4 healing (0 total damage) [4 healing].
Melee retaliation hits Isluma the blade horror for 10 blight damage.
Isluma the blade horror shoots!
Isluma the blade horror's Shoot performs a ranged critical strike against WiggleWiggle!
Your shield crumbles under the damage!
The shield around WiggleWiggle crumbles.
WiggleWiggle is crippled.
WiggleWiggle starts to bleed.
Isluma the blade horror's phys.bleed area effect hits WiggleWiggle for 23 physical damage.
Isluma the blade horror's Shoot hits WiggleWiggle for (47 absorbed), 57 physical, 14 physical, 25 acid, 10 nature (107 total damage).
WiggleWiggle uses Infusion: Regeneration.
WiggleWiggle starts regenerating health quickly.
Isluma the blade horror uses Steady Shot.
Isluma the blade horror's Steady Shot hits WiggleWiggle for 102 physical, 14 physical (116 total damage).
Isluma the blade horror uses Headshot.
Isluma the blade horror's phys.bleed area effect hits WiggleWiggle for 22 physical damage.
WiggleWiggle is poisoned!
Isluma the blade horror's Headshot hits WiggleWiggle for 108 physical, 14 physical (122 total damage).
Bleeding from Isluma the blade horror hits WiggleWiggle for 4 physical damage.
Deadly Poison from Isluma the blade horror hits WiggleWiggle for 15 nature damage.
WiggleWiggle is out of phase.
WiggleWiggle uses Betulle!
Isluma the blade horror shoots!
Emalle the drem uses Lucid Shot.
Isluma the blade horror's Shoot hits WiggleWiggle for 54 physical, 12 physical (66 total damage).
Emalle the drem's Lucid Shot hits WiggleWiggle for 84 physical damage.
WiggleWiggle the level 16 cornac writhing one was sliced to death by Emalle the drem on level 1 of Dremshor Tunnels.