Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. 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:
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 Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 14 / 72% |
Size | medium |
Lifes / Deaths | Killed by Iselrawyn the green worm mass at level 13 on the 5th Flare 122nd year of Ascendancy at 07:38 3 / 3Killed by skeleton mage at level 14 on the 6th Flare 122nd year of Ascendancy at 18:59 Killed by Crafty Jim at level 14 on the 6th Flare 122nd year of Ascendancy at 19:04 |
Primary Stats
Strength | 14 (base 11) |
Dexterity | 45 (base 34) |
Constitution | 16 (base 10) |
Magic | 10 (base 10) |
Willpower | 15 (base 11) |
Cunning | 47 (base 35) |
Resources
Life | 313/313 |
Stamina | 152/152 |
Healing Factor | 1.1545771506545 |
Regeneration | 2.5977985889726 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 36.659795546394 |
See Invisible | 36.659795546394 |
Offense: Mainhand
Damage | 42 |
Accuracy | 48 |
Crit Chance | 29% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 48 |
Crit Chance | 30% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +19% |
Blight | +27% |
Cold | +5% |
Mind | +28% |
All | 0% |
Offense: Damage Penetration
Cold | +15% |
Physical | +26% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 5 (38.594633868923%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 12 |
Mental Save | 31 |
Defense: Resistances
Blight | + 18%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 7%( 70%) |
All | 0%( 70%) |
Darkness | + 19%( 70%) |
Light | + 42%( 70%) |
Physical | + 1%( 70%) |
Mind | + 9%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Confusion Resistance | 32% |
Disarm Resistance | 20% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 43% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 541% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Artifice | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Throwing knives | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.43 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
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. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+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 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | Radhinaritar the Morningpunish (0 def, 1 armour) Radhinaritar the Morningpunish (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +3% light Res.pen +5% mind ----- def ----- Armour +1 Phys.save +9 (+4 eff.) Stealth +5 Blind- +20% Confus- +10% Pinning- +10% A pair of boots made of leather. |
Light source | 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.(60 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Dazzlereign the rough leather cap (0 def, 1 armour) Dazzlereign the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +7% cold Spell.save +3 (+3 eff.) Max.HP +20.00 ---------- misc Light +3 Breathe water A cap made of leather. |
On hands | Dimpeal the rough leather gloves (0 def, 1 armour) Dimpeal the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Melee+ 6 mind Dmg.mod +4% mind ----- def ----- Armour +1 Resists +6% mind +6% darkness Crit.chn- 5.00% ---------- misc Infravis +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. |
Tool | ash totem of healing [power 170] (6/13 cooldown) ash totem of healing [power 170] (6/13 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Malydedunandil the steel ring Malydedunandil the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +7 (+5 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +18% blight ----- def ----- Resists +3% blight Mind.save +6 (+3 eff.) HP.reg +1.00 Confus- +22% Stun/Frz- +20% Rings make your fingers look great! |
Around neck | Betothra the Wildonslaught Betothra the Wildonslaught0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% Resists +9% blight +12% light +13% darkness HP.reg +1.00 Blind- +23% ---------- misc Stam/turn +0.40 Masteries +0.13 Cunning/Lethality Amulets make your neck look great! |
In main hand | iron dagger 'Phlegmhunger' (10-13 power, 5 apr) iron dagger 'Phlegmhunger' (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 nature On Hit.r1 +8 nature +8 mind While equipped: dps ---------- Res.pen +10% cold +6% physical Acc +5 (+1 eff.) Apr +6 Melee Ret 8 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 19 Sharp, short and deadly. |
Around waist | rough leather belt 'Polesemina' rough leather belt 'Polesemina'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Cun dps ---------- Phys.crit +4.0% Mind.crit +1% Crit.mult +6.00% Phys.pwr +3 (+2 eff.) Res.pen +20% physical ----- def ----- Resists +1% physical A belt that goes around your waist. |
In off hand | Issumas the Shadeshear (12-15 power, 6 apr) Issumas the Shadeshear (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 cold On Hit: * 10% chance to reduce damage dealt by 16% * Create an explosion dealing 21 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +5% cold +3% darkness +6% light Res.pen +5% cold Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Defense +7 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
Cloak | linen cloak 'Balirand' (1 def, 0 armour) linen cloak 'Balirand' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +9% blight +6% mind ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rough leather armour 'Lisytha' (3 def, 2 armour) rough leather armour 'Lisytha' (3 def, 2 armour)9.0 T1 light armor [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Dmg.mod +18% mind ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +3% mind Mind.save +14 (+7 eff.) ---------- misc Hate/m.crit +1.00 A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 143; cd 13) healing infusion of the sneak (heal 143; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
grounding copper amulet of cunning (+2) grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
Dazzlehack (14-22 power, 1 apr) Dazzlehack (14-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Nature Power 14.5 - 21.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +10 nature +4 light On Hit.r1 +4 acid While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 20% ---------- misc Max.psi +50.00 Massive two-handed battleaxes. |
iron dagger of amnesia (10-14 power, 5 apr) iron dagger of amnesia (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Psionic Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
iron greatmaul (18-27 power, 1 apr) iron greatmaul (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Normal] Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
Shiverzeal the elm vilestaff (13-16 power, 2 apr, darkness element) Shiverzeal the elm vilestaff (13-16 power, 2 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Spell.crit +1% Spell.pwr +6 (+4 eff.) Dmg.mod +13% darkness Res.pen +10% mind Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% mind Crit.chn- 5.00% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Pitchpower the iron waraxe (12-17 power, 2 apr) Pitchpower the iron waraxe (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 light Against +7% Undead On Crit.r2 +4 darkness While equipped: Stats +2 Mag dps ---------- Res.pen +5% darkness Melee Ret 4 darkness ----- def ----- Resists +6% mind One-handed war axes. |
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. |
Ragygorn the rough leather belt Ragygorn the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Resists +3% acid Crit.chn- 5.00% Phys.save +5 (+2 eff.) Spell.save +6 (+6 eff.) Poison- +20% ---------- misc Max.stam +20.00 A belt that goes around your waist. |
Chargewilder the linen cloak (1 def, 0 armour) Chargewilder the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Dmg.mod +3% temporal Res.pen +10% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) Resists +12% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Smoldercrack the linen robe (0 def, 0 armour) Smoldercrack the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Crit.mult +5.00% Res.pen +10% fire Acc +20 (+6 eff.) Apr +1 ----- def ----- Resists +7% all ---------- misc Mana/turn +0.13 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Infernovagrant (0 def, 1 armour) Infernovagrant (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +12% fire Res.pen +10% fire ----- def ----- Armour +1 Resists +3% light +6% blight ---------- misc Stam/turn +0.40 Max.stam +12.00 Light +1 A pair of boots made of leather. |
Mayibrewe the rough leather cap (0 def, 1 armour) Mayibrewe the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag +3 Cun +4 Con ----- def ----- Armour +1 Fatigue +1% Crit.chn- 5.00% ---------- misc Stam/ret +0.80 Equi/ret +0.70 A cap made of leather. |
Naturewedge the linen wizard hat (1 def, 0 armour) Naturewedge the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +10% fire Res.pen +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning +15% fire +15% nature A pointy cloth hat, very wizardly... |
bladed rough leather cap (0 def, 1 armour) bladed rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 32.3 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Umbrawhisper the rough leather armour (3 def, 2 armour) Umbrawhisper the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 44% * 10% chance to reduce damage dealt by 16% ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% lightning +3% cold +6% light ---------- misc Infravis +3 A suit of armour made of leather. |
iron plate armour (0 def, 7 armour) iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Normal] While equipped: ----- def ----- Armour +7 Fatigue +22% A suit of armour made of metal plates. |
2 agate 2 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. |
113 alchemist agate 113 alchemist agate0.0 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. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Scorchstake' brass lantern 'Scorchstake'2.0 T1 lite [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.crit +4% Mind.pwr +10 (+5 eff.) ----- def ----- Resists +12% fire ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 Light +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. |
brass lantern of clarity brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
It Which Writhes It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
2 ametrine 2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Crafty Jim the Cornac Rogue level 10
3rd Mirth 122nd year of Ascendancy at 00:37 see stats
By Crafty Jim the Cornac Rogue level 10
3rd Mirth 122nd year of Ascendancy at 11:47 see stats
By Crafty Jim the Cornac Rogue level 14
6th Flare 122nd year of Ascendancy at 19:04 see stats
Log
Armoured skeleton warrior misses Crafty Jim.
Crafty Jim evades Armoured skeleton warrior.
Skeleton mage casts Flame.
Armoured skeleton warrior hits Crafty Jim for 30 physical damage.
Melee retaliation hits Armoured skeleton warrior for 4 mind damage.
Gloregakira the blue crystal speeds up.
Crafty Jim reacts to damage from Skeleton mage's Flame, mitigating the blow!.
Crafty Jim is on fire!
Skeleton mage's Flame hits Crafty Jim for (19 reacted , -4 stam), 64 fire (64 total damage).
Crafty Jim is no longer evading attacks.
Talent Throwing Knives is ready to use.
Talent Expose Weakness is ready to use.
Talent Dual Strike is ready to use.
Burning from Skeleton mage hits Crafty Jim for 28 fire damage.
Gloregakira the blue crystal casts Throw Bomb.
Gloregakira the blue crystal hits Crafty Jim for 47 fire damage.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Burning from Skeleton mage hits Crafty Jim for 36 fire damage.
Crafty Jim the level 14 cornac rogue was boiled to death by a skeleton mage on level 3 of Scintillating Caves.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Burning from Skeleton mage killed Crafty Jim!
Saving game...
Ran for 2 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!