










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.5.10This 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 Ashes of Urh'Rok 1.5.0Official 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Forbidden Cults 1.5.9Official 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 Adventure |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 9 / 67% |
Size | medium |
Lifes / Deaths | Killed by Isimina the gloomy white wolf at level 9 on the 7th Dusk 122nd year of Ascendancy at 19:07 2 / 2Killed by Xuna the gloomy brown bear at level 9 on the 8th Dusk 122nd year of Ascendancy at 09:25 |
Primary Stats
Strength | 36 (base 12) |
Dexterity | 33 (base 12) |
Constitution | 12 (base 12) |
Magic | 32 (base 32) |
Willpower | 15 (base 12) |
Cunning | 16 (base 16) |
Resources
Life | 288/288 |
Mana | 173/173 |
Stamina | 136/136 |
Paradox | 300 |
Healing Factor | 1.0664835164835 |
Regeneration | 0.69321428571428 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 18.815289237657 |
See Invisible | 18.815289237657 |
Offense: Mainhand
Damage | 41 |
Accuracy | 39 |
Crit Chance | 9% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 18 |
Accuracy | 39 |
Crit Chance | 12% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +11% |
Defense: Base
Armour (hardiness) | 5 (35.629139072848%) |
Defense | 30 |
Ranged Defense | 32 |
Fatigue | 3 |
Physical Save | 16 |
Spell Save | 16 |
Mental Save | 15 |
Defense: Resistances
Cold | + 6%( 70%) |
Darkness | + 22%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: VisionUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 19) for 17 turns. Your mind will become more receptive for 17 turns, allowing you to sense any dragon around. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Heightened Senses (+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 |
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: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' | 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 been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +6% fire +6% cold A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- 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 | ![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +4 Str +3 Wil dps ---------- Phys.crit +6.0% Mind.crit +6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Melee Ret 8 blight ----- def ----- HP.reg +0.40 Heal.mod +5% ---------- misc Max.vim +10.00 Masteries +0.11 Corruption/Plague Amulets can have magical properties. |
In main hand | ![]() 3.0 T3 mace 1H weapon [Ego] Nature/Master Power 35.0 - 49.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +16 insidious poison Blunt and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Defense +9 (+5 eff.) Mind.save +5 (+5 eff.) Stealth +6 A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 waraxe 1H weapon [Ego+] Psionic Power 20.0 - 28.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) One-handed war axes. |
Cloak | ![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Max.HP +20.00 A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 109% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 75%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.2 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Nature/Master Power 27.5 - 41.3 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +16 insidious poison Massive two-handed mauls. |
![]() 3.0 T1 mace 1H weapon [Ego] Disrupt/Master Power 19.0 - 26.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% On Hit: * Slows global speed by 7% Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 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. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Master Power 10.0 - 13.0 Physical Uses 45% Dex, 45% Mag Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 14.5 - 18.9 Physical Uses 45% Dex, 45% Mag Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Random Unique] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. This natural sand should be returned to the wyrm. Power 4.5 - 5.0 Mind Uses 35% Wil, 0% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +7% lightning +6% physical +3% mind +6% fire +3% nature +5% cold Res.pen +5% mind +4% physical Melee Ret 8 physical ----- def ----- Resists +3% blight +4% physical +6% light Disease- +11% Cut- +5% ---------- misc Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 15 of target armor and 7% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
![]() 3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Rare] Nature/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +1 Crit +1.5% Atk.spd 100% Block +11 Melee+ +5 nature +6 temporal Uses 1.0 Steam While equipped: Stats +3 Con dps ---------- Dmg.mod +6% light Acc +6 (+2 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Rare] Psionic/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 100% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +11 On Hit: * 20% chance to corrode armour by 30% Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% fire Melee Ret 12 acid 12 fire ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +11% mind +3% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Psionic/Steamtech Power 9.5 - 14.3 Phys.bleed Uses 100% Mag Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +14 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +10% mind ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 shot ammo [Rare] Nature Power 21.5 - 25.8 Physical Uses 50% Cun, 0% Mag, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 14 Proj.spd +200% On Hit: * 40% chance to corrode armour by 30% * 10% chance to create an air burst While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 9.0 T4 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +10% blight +10% nature +7% mind Mind.save +10 (+7 eff.) A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +2 Cun ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% acid Heal/summ +50 ---------- misc Hate/m.crit +1.00 Max.hate +4.00 A suit of armour made of mail. |
![]() 3.0 T1 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Acc +4 (+2 eff.) Apr +2 ----- def ----- Armour +3 Fatigue +2% Resists +9% light +5% arcane Phys.save +15 (+9 eff.) Mind.save +11 (+8 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy Armour Training [Ego] Arcane While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +6% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str +1 Wil ----- def ----- Armour +1 Fatigue +1% Mind.save +6 (+5 eff.) ---------- misc Light +1 A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind +12% physical Res.pen +10% fire Apr +2 Melee Ret 4 fire ----- def ----- Defense +1 (+1 eff.) Resists +11% mind Max.HP +10.00 HP.reg +0.60 A pointy cloth hat, very wizardly... |
![]() 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 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light 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 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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. |
![]() 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. |
Achievements
By Kob Insane DualHit 2019 1 the Skeleton Adventurer level 8
2nd Flare 122nd year of Ascendancy at 02:59 see stats
By Kob Insane DualHit 2019 1 the Skeleton Adventurer level 5
4th Mirth 122nd year of Ascendancy at 23:32 see stats
Log
Xuna the gloomy brown bear's creeping dark hits Kob Insane DualHit 2019 1 for (16 absorbed), 0 darkness (0 total damage).
Insidious Poison from Kob Insane DualHit 2019 1 hits Porimina the deformed wolf for 1 nature damage.
Kob Insane DualHit 2019 1 casts Rune: Heat Beam.
Kob Insane DualHit 2019 1 is not stunned anymore.
Kob Insane DualHit 2019 1 hits Porimina the deformed wolf for (4 blocked), 0 physical, 2 nature, (6 blocked), 0 fire, 9 darkness, 8 temporal, (2 blocked), 0 physical, (6 blocked), 0 fire, 9 darkness, 8 temporal (35 total damage).
Kob Insane DualHit 2019 1 hits Something for 6 mind, 2 nature, 5 fire, 9 darkness, 8 temporal, 5 mind, 5 fire, 9 darkness, 8 temporal (56 total damage).
Porimina the deformed wolf hits Kob Insane DualHit 2019 1 for (6 absorbed), 0 physical, (7 absorbed), 0 fire, (6 absorbed), 0 physical, (7 absorbed), 0 fire (0 total damage).
Talent Bone Armour is ready to use.
Talent Rune: Vision is ready to use.
Talent Invigorate is ready to use.
Kob Insane DualHit 2019 1 receives 17 healing.
Your shield crumbles under the damage!
The shield around Kob Insane DualHit 2019 1 crumbles.
Porimina the deformed wolf hits Kob Insane DualHit 2019 1 for (32 absorbed), 43 physical, 4 fire (47 total damage).
Kob Insane DualHit 2019 1 hits Porimina the deformed wolf for 6 blight damage.
Xuna the gloomy brown bear's creeping dark hits Porimina the deformed wolf for 18 darkness damage.
Xuna the gloomy brown bear's creeping dark hits Kob Insane DualHit 2019 1 for 16 darkness damage.
Insidious Poison from Kob Insane DualHit 2019 1 hits Porimina the deformed wolf for 2 nature damage.
Something strikes Kob Insane DualHit 2019 1 in the darkness (+17% damage).
Something hits Kob Insane DualHit 2019 1 for 163 physical damage.
Kob Insane DualHit 2019 1 the level 9 skeleton adventurer was impaled to death by Xuna the gloomy brown bear on level 1 of Heart of the Gloom.
You have 2 life(s) left.
Kob Insane DualHit 2019 1 has finished recovering.
The illusion covering Kob Insane DualHit 2019 1 disappears.
Kob Insane DualHit 2019 1 deactivates Shadow Combat.
Kob Insane DualHit 2019 1 deactivates Fiery Hands.
Kob Insane DualHit 2019 1 deactivates Weapon Folding.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.