Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Old RPG Tileset 1.0.1The work is by daftigod, I'm just putting this here so I can have the md5 check work. Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! 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. ZOmnibus Addon Pack 1.0.6Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Reaver |
| Level / Exp | 12 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 7 on the 1st Mirth 122nd year of Ascendancy at 23:31 0 / 5Killed by Ahdeasp the shalore at level 9 on the 7th Flare 122nd year of Ascendancy at 17:17 Killed by bandit at level 9 on the 10th Flare 122nd year of Ascendancy at 18:17 Killed by Glorira the black bear at level 10 on the 7th Dusk 122nd year of Ascendancy at 18:09 Killed by luminous horror at level 12 on the 15th Dusk 122nd year of Ascendancy at 11:48 |
Primary Stats
| Strength | 41 (base 37) |
| Dexterity | 11 (base 11) |
| Constitution | 12 (base 12) |
| Magic | 34 (base 25) |
| Willpower | 10 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -51/367 |
| Vim | 27/196 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 28 |
| Crit Chance | 8% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 28 |
| Crit Chance | 11% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12.2 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Physical | +6% |
| Mind | +4% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 34.2 (93.924050632911%) |
| Defense | 11.35 |
| Ranged Defense | 11.35 |
| Fatigue | 27 |
| Physical Save | 18.55 |
| Spell Save | 21.7 |
| Mental Save | 8.05 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 36%( 70%) |
| Cold | + 20%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 82 life. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Ruin |
| talent | Willful Tormenter |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 2. Bloodlust |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by Cactus. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | 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 have explored the Old Forest and vanquished Wrathroot. * 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] grounding pair of iron boots (0 def, 3 armour)grounding pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Tap to cycle through comparison choices |
| Light source | [vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] bright brass lantern of healthbright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Maximum life: +40.00 Light radius: +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. Tap to cycle through comparison choices |
| On head | [vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] insulating hardened leather cap of the depths (0 def, 3 armour)insulating hardened leather cap of the depths (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Armour: +3 Fatigue: +3% Changes resistances: +7% cold / +7% fire Allows you to breathe in: water A cap made of leather. Tap to cycle through comparison choices |
| On hands | [vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] psychic's iron gauntlets of strength (+2) (0 def, 1 armour)psychic's iron gauntlets of strength (+2) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Physical power: +6 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 6 mind Changes resistances: +5% mind Changes damage: +4% mind Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
| Tool | [vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Armour penetration: +5 Physical crit. chance: +0.0% (-6.0%) Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. Tap to cycle through comparison choices |
| On fingers | [vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] wizard's copper ringwizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Changes stats: +2 Mag Spell save: +4 Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] wizard's copper ringwizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Changes stats: +2 Mag Spell save: +4 Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] steel amulet of cunning (+3)steel amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Changes stats: +3 Cun Amulets can have magical properties. Tap to cycle through comparison choices |
| In main hand | [vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] steel mace of crippling (14.5-20.3 power, 3 apr)steel mace of crippling (14.5-20.3 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-) Physical crit. chance: +1.0% (-) Attack speed: 100% (-) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +6.0% (-) Blunt and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] rough leather belt of resiliencerough leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Maximum life: +31.00 A belt that goes around your waist. Tap to cycle through comparison choices |
| In off hand | [vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] Dairyronik the steel waraxe (11-15.4 power, 3 apr)Dairyronik the steel waraxe (11-15.4 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4(-3.5 - -4.9) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-) Physical crit. chance: +4.0% (+3.0%) Attack speed: 100% (-) Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +6 Physical crit. chance: +0.0% (-6.0%) Defense: +6 Damage when the wearer is hit: 8 temporal Heals friendly targets nearby when you use a nature summon: +10 One-handed war axes. Tap to cycle through comparison choices |
| Cloak | [vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] linen cloak (1 def, 0 armour)linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Defense: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices |
| Main armor | [vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] Grinelathahek the steel plate armour (4 def, 9 armour)Grinelathahek the steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Physical power: +2 Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +18% fire Changes resistances penetration: +10% arcane Changes damage: +6% physical A suit of armour made of metal plates. Tap to cycle through comparison choices |
Inventory
[vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] Unerring Scalpel (15-19.5 power, 25 apr)Unerring Scalpel (15-19.5 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(+0.5 - -0.8) Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 (+22) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (-) Special effect when this weapon crits: cripple the target Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Physical crit. chance: +0.0% (-6.0%) Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
[vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] slime-covered iron dagger of projection (5.5-7.15 power, 5 apr)slime-covered iron dagger of projection (5.5-7.15 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.5 - 7.2(-9.0 - -13.1) Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (+2) Physical crit. chance: +4.0% (+3.0%) Attack speed: 100% (-) Special effect when this weapon crits: cripple the target Damage when this weapon hits: +5 nature slow / +5 mind When wielded/worn: Physical crit. chance: +0.0% (-6.0%) It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] balanced iron waraxe of daylight (7.5-10.5 power, 2 apr)balanced iron waraxe of daylight (7.5-10.5 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 7.5 - 10.5(-7.0 - -9.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-1) Physical crit. chance: +3.5% (+2.5%) Attack speed: 100% (-) Special effect when this weapon crits: cripple the target Damage when this weapon hits: +6 light Damage against: +5% Undead When wielded/worn: Accuracy: +6 Physical crit. chance: +0.0% (-6.0%) Defense: +6 One-handed war axes. Tap to cycle through comparison choices |
[vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] CorpsebowCorpsebow Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 125% (125%) Firing range: +7 Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Damage when the wearer hits(ranged): 15 infective blight Changes damage: +10% blight Talent cooldown: Cyst Burst (-2 turns) Disease immunity: +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. Tap to cycle through comparison choices |
[vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] Flashonslaught the iron gauntlets (0 def, 1 armour)Flashonslaught the iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Physical power: +5 Armour: +1 Changes stats: +2 Str / +2 Cun Changes resistances penetration: +5% light Light radius: +2 Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
[vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] warlord's rough leather cap of might (0 def, 1 armour)warlord's rough leather cap of might (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Physical power: +9 Armour: +1 Fatigue: +1% Changes stats: +5 Str / +4 Wil / +2 Con Changes resistances: +5% physical Physical save: +5 A cap made of leather. Tap to cycle through comparison choices |
[vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] Velille (2 def, 10 armour)Velille (2 def, 10 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Armour: +10 Defense: +2 Fatigue: +12% Maximum encumbrance: +30 Life regen: +0.40 A suit of armour made of mail. Tap to cycle through comparison choices |
[vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] Eel-skin armour (10 def, 1 armour)Eel-skin armour (10 def, 1 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.73 to 74.20 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. Tap to cycle through comparison choices |
[vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Light radius: +2 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. Tap to cycle through comparison choices |
[vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) When carried: This orb will automatically identify items you find. Tap to cycle through comparison choices |
[vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. Tap to cycle through comparison choices |
[vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) It can be used to recall the user to the worldmap, costing 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. Tap to cycle through comparison choices |
[vs. steel mace of crippling (14.5-20.3 power, 3 apr) (In main hand, 1 of 2)] Plaguerune [power 39] (29 cooldown)Plaguerune [power 39] (29 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-1.0%) Attack speed: 100% (100%) Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Damage when the wearer is hit: 4 nature Changes resistances: +9% temporal Changes resistances penetration: +5% nature It can be used to harden the skin for 6 turns increasing armour by 39 and armour hardiness by 40%, placing all other charms into a 29 cooldown. When used: 200% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
Achievements
Level 10
Got a character to level 10.By Cactus the Cornac Reaver level 10
7th Dusk 122nd year of Ascendancy at 13:19 see stats
Poisonous
Sided with the assassin lord.By Cactus the Cornac Reaver level 9
1st Dusk 122nd year of Ascendancy at 04:35 see stats
The Arena
Unlocked Arena mode.By Cactus the Cornac Reaver level 7
79th Pyre 122nd year of Ascendancy at 16:17 see stats
The secret city
Discovered the truth about mages.By Cactus the Cornac Reaver level 9
2nd Flare 122nd year of Ascendancy at 10:25 see stats
Log
Cactus casts Soul Rot.
Cactus's Soul Rot hits Bloated horror for (43 absorbed), 0 blight (0 total damage).
Cactus casts Virulent Disease.
Bloated horror is afflicted by a weakness disease!
The shield around bloated horror crumbles.
Weakness Disease from Cactus hits Bloated horror for (18 absorbed), 0 blight (0 total damage).
Bloated horror casts Mind Disruption.
Cactus wanders around!.
Something hits Cactus for 91 light damage.
Weakness Disease from Cactus hits Bloated horror for 18 blight damage.
Luminous horror's light area effect hits Cactus for 29 light damage.
Luminous horror casts Healing Light.
Bloated horror uses Telekinetic Blast.
Cactus is knocked back!
Luminous horror receives 127 healing.
Weakness Disease from Cactus hits Bloated horror for 18 blight damage.
Bloated horror hits Cactus for 65 physical damage.
Talent Virulent Disease is ready to use.
Talent Soul Rot is ready to use.
Cactus uses Infusion: Wild.
Cactus is cured!
Cactus lessens the pain.
Cactus is confused and fails to use Infusion: Healing.
Luminous horror casts Firebeam.
Luminous horror's spell attains critical power!
Saving game...
