Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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. 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 Roguelike |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 23 / 22% |
Size | medium |
Lifes / Deaths | Killed by Aeriba the crimson ooze at level 23 on the 44th Profit 122nd year of Ascendancy at 22:33 / 1 |
Primary Stats
Strength | 32 (base 18) |
Dexterity | 18 (base 10) |
Constitution | 16 (base 10) |
Magic | 49 (base 46) |
Willpower | 61 (base 44) |
Cunning | 16 (base 10) |
Resources
Life | -158/625 |
Mana | 437/487 |
Equilibrium | 30 |
Healing Factor | 1.4045771506545 |
Regeneration | 0.35114428766362 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 8 |
Offense: Mainhand
Damage | 60 |
Accuracy | 42 |
Crit Chance | 5% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 26 |
Accuracy | 42 |
Crit Chance | 5% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Light | +19% |
Mind | +3% |
Physical | +16% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Arcane | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 47.36174050493 (81.898876157654%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 45 |
Physical Save | 40 |
Spell Save | 51 |
Mental Save | 44 |
Defense: Resistances
Blight | + 20%( 70%) |
Arcane | + 11%( 70%) |
Cold | + 49%( 70%) |
All | 0%( 70%) |
Darkness | + 37%( 70%) |
Light | + 54%( 70%) |
Physical | + 12%( 70%) |
Lightning | + 9%( 70%) |
Mind | + 3%( 70%) |
Fire | + 34%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 50% |
Blind Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Deeprock | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost 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 talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Adolle the green mold. Escort: temporal explorer (level 1 of Ruins of Kor'Pul) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 |
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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
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.(118 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Berukalthorim the hardened leather cap (0 def, 3 armour) Berukalthorim the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +9 Dex +1 Cun +3 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness +5% arcane ---------- misc Stam/ret +1.60 Equi/ret +1.20 Infravis +4 A cap made of leather. |
On hands | Korothel (0 def, 10 armour) Korothel (0 def, 10 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +1 Dex dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +10 Fatigue +1% ---------- misc Stam/turn +3.00 Unarmed combat: Power 102% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +7 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Shockshaper the iron torque of clear mind [power 1] (25 cooldown) Shockshaper the iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun +3 Wil ----- def ----- Resists +6% lightning Def/telep +5 Res/telep +5% Dur/telep +5% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Noonumbra' copper ring 'Noonumbra'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical +9% light +3% mind Melee Ret 4 mind 2 light ----- def ----- Resists +3% mind +9% cold +3% light +12% physical Rings make your fingers look great! |
On fingers | copper citrine ring copper citrine ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +6 (+3 eff.) ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
Around neck | starlit copper amulet of healing starlit copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Heal.mod +10% Blind- +22% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 243 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | acidic dwarven-steel shield of shrapnel (0 def, 6 armour, 135% power, 85 block) acidic dwarven-steel shield of shrapnel (0 def, 6 armour, 135% power, 85 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 135% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +85 On Hit: * 13% chance to reduce armor by 30% While equipped: dps ---------- Melee+ 7 acid On shield block: * Cause enemies within radius 6 to bleed for 162 physical damage over 5 turns (1/turn) Melee Ret 5 acid ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | flaming steel shield of fire resistance (+17%) (0 def, 4 armour, 117% power, 38 block) flaming steel shield of fire resistance (+17%) (0 def, 4 armour, 117% power, 38 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 117% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 3 fire ----- def ----- Armour +4 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | linen cloak of the hunter (1 def, 0 armour) linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +16 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -4% Max.HP +44.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel plate armour 'Airhunger' (0 def, 9 armour) steel plate armour 'Airhunger' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +5% lightning +15% arcane ----- def ----- Armour +9 Fatigue +22% Resists +3% lightning +11% light +17% fire +6% arcane +11% darkness Spell.save +12 (+4 eff.) A suit of armour made of metal plates. |
Inventory
shielding rune of the warrior (absorb 239; dur 5; cd 15) shielding rune of the warrior (absorb 239; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 239 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Lisekira' copper amulet 'Lisekira'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +1 Wil dps ---------- Dmg.mod +3% blight Melee Ret 4 mind ----- def ----- Resists +9% blight ---------- misc Hate/m.crit +2.00 Amulets make your neck look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Barasarion the elm magestaff (100% power, 2 apr, lightning element) Barasarion the elm magestaff (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% lightning Res.pen +5% physical ----- def ----- Phys.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew vilestaff of might (120% power, 4 apr, fire element) lifebinding yew vilestaff of might (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane/Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +10% Spell.pwr +17 (+7 eff.) Dmg.mod +20% fire ----- def ----- HP.reg +0.50 Heal.mod +13% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew vilestaff (120% power, 4 apr, fire element) magewarrior's short yew vilestaff (120% power, 4 apr, fire element)5.0 T3 staff 1H weapon [Ego+] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +6% Phys.pwr +7 (+3 eff.) Spell.pwr +15 (+6 eff.) Dmg.mod +20% fire Acc +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (120% power, 4 apr, temporal element) yew starstaff (120% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel longsword of massacre (136% power, 4 apr) balanced dwarven-steel longsword of massacre (136% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 137% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +25% Sharp, long, and deadly. |
steel dagger 'Ravensever' (104% power, 6 apr) steel dagger 'Ravensever' (104% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness On Crit.r2 +4 nature While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+7 eff.) Resists +20% darkness Disarm- +29% Sharp, short and deadly. |
Bethebrenn the Shadewreck Bethebrenn the Shadewreck4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +5 Dex dps ---------- Apr +3 ----- def ----- Resists +9% darkness Die.at -40.00 life ---------- misc Reload +4 Longbows are used to shoot arrows at your foes. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+12 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
voratun plate armour 'Beladuromidir' (11 def, 24 armour) voratun plate armour 'Beladuromidir' (11 def, 24 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Random Unique] Master/Psionic While equipped: Stats +11 Cun +5 Wil dps ---------- Dmg.mod +9% mind Res.pen +10% acid Melee Ret 8 acid ----- def ----- Armour +24 Defense +11 (+11 eff.) Fatigue +22% Resists +6% acid +9% physical +3% mind Phys.save +19 (+7 eff.) Mind.save +35 (+11 eff.) A suit of armour made of metal plates. |
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. |
rough leather belt 'Dairasta' rough leather belt 'Dairasta'1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +5 (+5 eff.) Resists +6% mind +3% blight Mind.save +6 (+2 eff.) Poison- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
grounding hardened leather belt of life grounding hardened leather belt of life1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +8% lightning +6% temporal HP.reg +1.40 Heal.mod +15% A belt that goes around your waist. |
pair of hardened leather boots 'Chigarim' (10 def, 3 armour) pair of hardened leather boots 'Chigarim' (10 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Crit.mult +10.00% Mind.pwr +5 (+3 eff.) Dmg.mod +6% physical Res.pen +7% physical Apr +4 On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +3 Defense +10 (+10 eff.) Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of iron boots 'Aerama' (0 def, 3 armour) pair of iron boots 'Aerama' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +2% Resists +2% physical HP.reg +2.00 Heal.mod +11% ---------- misc Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emuvea the pair of dwarven-steel boots (0 def, 4 armour) Emuvea the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +11% cold +7% fire +3% physical Phys.save +15 (+5 eff.) Mind.save +3 (+1 eff.) Disarm- +20% Knockbk- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Beluchak (17 def, 0 armour) Beluchak (17 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +12% acid ----- def ----- Defense +17 (+15 eff.) Resists +18% acid +3% physical Confus- +20% A pointy cloth hat, very wizardly... |
hardened leather cap 'Breguyalach' (0 def, 3 armour) hardened leather cap 'Breguyalach' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Melee Ret 2 acid On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +14% temporal +9% blight A cap made of leather. |
Brandworth the iron helm (0 def, 3 armour) Brandworth the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Str +4 Mag +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +3% fire ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 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. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 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. |
11 citrine 11 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. |
9 zircon 9 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. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
263 alchemist agate 263 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. |
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 of focus brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- 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. |
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. |
Zanaleg the dwarven-steel pickaxe (dig speed 28 turns) Zanaleg the dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +8 Str +3 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +12% acid Melee Ret 6 physical ----- def ----- Armour +6 Resists +6% fire ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
evasive elm totem of healing [power 116] (15 cooldown) evasive elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing yew totem of healing [power 236] (15 cooldown) piercing yew totem of healing [power 236] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 236 Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful elm wand of lightning storm [power 110] (15 cooldown) powerful elm wand of lightning storm [power 110] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 21 lightning damage and will be dazed for 1 turn (109 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Double shield action the Dwarf Stone Warden level 10
2nd Acquisition 122nd year of Ascendancy at 00:31 see stats
By Double shield action the Dwarf Stone Warden level 20
30th Profit 122nd year of Ascendancy at 03:26 see stats
By Double shield action the Dwarf Stone Warden level 8
30th Voratun 122nd year of Ascendancy at 13:59 see stats
By Double shield action the Dwarf Stone Warden level 12
3rd Profit 122nd year of Ascendancy at 13:51 see stats
By Double shield action the Dwarf Stone Warden level 17
17th Profit 122nd year of Ascendancy at 05:11 see stats
Log
Aeriba the crimson ooze hits Double shield action for 251 physical damage.
Double shield action hits Aeriba the crimson ooze for 0 nature, 6 physical, 0 arcane, 6 acid, 4 fire, 23 arcane, 24 light, 0 nature, 6 physical, 0 arcane, 6 acid, 4 fire, 23 arcane, 23 light, 10 fire (136 total damage).
Melee retaliation hits Aeriba the crimson ooze for 2 light, 2 acid, 1 fire, 9 arcane, 2 mind (17 total damage).
Double shield action uses Block.
Double shield action's skin returns to normal.
Stone Vine from Double shield action hits Aeriba the crimson ooze for 9 nature, 7 arcane (16 total damage).
Aeriba the crimson ooze uses Block.
Double shield action uses Eldritch Stone.
Double shield action is encased in a stone shield.
Aeriba the crimson ooze has finished recovering.
Sandworm burrower is fully armored again.
Stone Vine from Double shield action hits Aeriba the crimson ooze for (9 blocked), 0 nature, (7 blocked), 0 arcane (0 total damage).
Aeriba the crimson ooze is free from the stone vine.
Aeriba the crimson ooze has recovered!
Stone Vine from Double shield action hits Aeriba the crimson ooze for (9 blocked), 0 nature, (7 blocked), 0 arcane (0 total damage).
Aeriba the crimson ooze uses Greater Weapon Focus.
Aeriba the crimson ooze uses Shield Pummel.
Double shield action is recovering from the damage!
The stone shield around Double shield action explodes!
Double shield action starts to bleed.
Double shield action counter attacks Aeriba the crimson ooze with her shield shards!
Double shield action is stunned!
Double shield action hits Aeriba the crimson ooze for 62 arcane, 0 nature, 3 physical, 0 arcane, 3 acid, 2 fire, 10 arcane, 10 light, 0 nature, 3 physical, 0 arcane, 3 acid, 2 fire, 9 arcane, 10 light, 4 fire (118 total damage).
Melee retaliation hits Aeriba the crimson ooze for 1 light, 1 acid, 1 fire, 5 arcane, 1 mind, 1 light, 1 acid, 1 fire, 5 arcane, 1 mind, 1 light, 1 acid, 1 fire, 5 arcane, 1 mind (28 total damage).
Aeriba the crimson ooze hits Double shield action for (161 to stone), 141 physical, 155 physical (295 total damage).
Greater Weapon Focus from Aeriba the crimson ooze hits Double shield action for 179 physical damage.
Double shield action the level 23 dwarf stone warden was punctured to death by Aeriba the crimson ooze on level 2 of Sandworm lair.
Aeriba the crimson ooze prepares for the next kill!