Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. Better Item Description 1.5.5This 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 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Doomelf |
Class | Writhing One |
Level / Exp | 19 / 7% |
Size | medium |
Lifes / Deaths | Killed by investigator at level 1 on the 75th Pyre 122nd year of Ascendancy at 11:35 0 / 6Killed by uruivellas at level 5 on the 78th Pyre 122nd year of Ascendancy at 17:55 Killed by Glorotha the master vampire at level 17 on the 70th Regrowth 123rd year of Ascendancy at 17:09 Killed by Glorotha the master vampire at level 17 on the 70th Regrowth 123rd year of Ascendancy at 20:01 Killed by worm that walks (servant of spirit of evilbad) at level 17 on the 25th Pyre 123rd year of Ascendancy at 04:08 Killed by Enue the quasit squad leader at level 19 on the 31st Pyre 123rd year of Ascendancy at 18:03 |
Primary Stats
Strength | 45 (base 39) |
Dexterity | 14 (base 10) |
Constitution | 26 (base 13) |
Magic | 60 (base 47) |
Willpower | 13 (base 10) |
Cunning | 20 (base 10) |
Resources
Life | -27/583 |
Mana | 83/103 |
Insanity | 36/100 |
Healing Factor | 1.1224489795918 |
Regeneration | 4.0969387755099 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 23.599459836163 |
See Invisible | 23.599459836163 |
Offense: Mainhand
Damage | 68 |
Accuracy | 43 |
Crit Chance | 8% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Physical | +24% |
Acid | +28% |
Light | +30% |
All | +15% |
Offense: Damage Penetration
Physical | +13% |
Defense: Base
Armour (hardiness) | 44.5 (48.636363636364%) |
Defense | 16 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 22 |
Mental Save | 23 |
Defense: Resistances
Temporal | + 19%( 70%) |
Acid | + 29%( 70%) |
Cold | + 14%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Disarm Resistance | 5% |
Pinning Resistance | 0% |
Poison Resistance | 10% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 372% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.45 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
talent | Premonition |
talent | Chaos Orbs |
beneficial effect | 5 stacks, +15% to all damage dealt. Chaos Orbs |
beneficial effect | Reduces temporal damage received by 16%. Premonition Shield |
detrimental effect | Huge cut that bleeds, doing 8.31 physical damage per turn. Bleeding |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bear paw. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed wretchling eyeball. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed green worm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | miner's pair of iron boots of uncanny dodging (2 def, 8 armour) miner's pair of iron boots of uncanny dodging (2 def, 8 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +2 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | 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 1 charge(s). Reduce the duration of all detrimental effects. Uses 10 power out of 1/10 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. |
On fingers | Nereyata the steel ring Nereyata the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Cun +4 Mag dps ---------- Phys.pwr +2 (+1 eff.) Spell.pwr +7 (+2 eff.) Melee+ 9 bleed Ranged+ 6 bleed Dmg.mod +13% acid +9% physical Res.pen +5% physical On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ----- def ----- Resists +26% acid Crit.dmg- 10.00% Mind.save +10 (+5 eff.) Poison- +10% Disarm- +5% ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Around waist | Mighty Girdle Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | truestriking dwarven-steel waraxe of massacre (132% power, 4 apr) truestriking dwarven-steel waraxe of massacre (132% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +7 (+3 eff.) Apr +5 One-handed war axes. |
On hands | dwarven-steel gauntlets 'Flashwake' (0 def, 2 armour) dwarven-steel gauntlets 'Flashwake' (0 def, 2 armour)1.5 T3 hands armor [Rare] Arcane While equipped: Stats +2 Str +3 Mag +4 Wil +2 Cun dps ---------- Melee+ 4 acid 5 fire 3 lightning 5 cold Dmg.mod +15% light ----- def ----- Armour +2 Fatigue -8% ---------- misc Infravis +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Betoma (12 def, 11 armour) Betoma (12 def, 11 armour)14.0 T2 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +2 Cun +4 Con dps ---------- Apr +2 ----- def ----- Armour +11 Defense +12 (+8 eff.) Rng.Def +3 (+1 eff.) Fatigue +14% Mind.save +13 (+7 eff.) Max.HP +34.00 HP.reg +2.40 ---------- misc Stam/turn +0.70 Max.stam +10.00 A suit of armour made of mail. |
Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful copper amulet of mastery (0.15 Demented / Controlled horrors) restful copper amulet of mastery (0.15 Demented / Controlled horrors)0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Masteries +0.15 Demented/Controlled horrors Amulets can have magical properties. |
Inventory
Falubers the Voidmalice Falubers the Voidmalice0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness +10% mind Melee Ret 20 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Fatigue -5% HP.reg +1.00 Amulets can have magical properties. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+4 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of mastery (0.10 Demented / Path of horror) copper amulet of mastery (0.10 Demented / Path of horror)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Demented/Path of horror Amulets can have magical properties. |
stabilizing copper amulet of healing stabilizing copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Heal.mod +12% Cut- +40% Pinning- +20% Knockbk- +20% Heal: Puts all charms on 35 cooldown Level 2.0 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 142 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Mayeldamibeth Mayeldamibeth0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Dmg.mod +12% lightning +9% acid ----- def ----- Resists +24% lightning Heal/summ +30 ---------- misc Equi/ret +0.04 Max.hate +6.00 Rings can have magical properties. |
Penitence (111% power, 4 apr, nature element) Penitence (111% power, 4 apr, nature element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 120% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+8 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
blurring hardened leather belt of the giants blurring hardened leather belt of the giants1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Defense +10 (+7 eff.) Spell.save +6 (+3 eff.) Stealth +7 ---------- misc Size +1 A belt that goes around your waist. |
resilient linen cloak of protection (1 def, 0 armour) resilient linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+3 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 30% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
heroic iron gauntlets (0 def, 5 armour) heroic iron gauntlets (0 def, 5 armour)1.5 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +6 (+3 eff.) Max.HP +46.00 Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets of magic (+2) (0 def, 1 armour) restful iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 HP.reg +1.10 ---------- misc Stam/turn +0.50 Max.stam +12.00 Metal gloves protecting the hands up to the middle of the lower arm. |
aegis linen wizard hat of arcana (1 def, 0 armour) aegis linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: Stats +4 Wil +3 Mag dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Shield.pwr +5% HP.reg +1.90 A pointy cloth hat, very wizardly... |
grounding rough leather cap of constitution (+3) (0 def, 1 armour) grounding rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% 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. |
Achievements
By spirit of evilbad the Doomelf Writhing One level 18
29th Pyre 123rd year of Ascendancy at 11:42 see stats
By spirit of evilbad the Doomelf Writhing One level 13
12nd Haze 122nd year of Ascendancy at 11:20 see stats
By spirit of evilbad the Doomelf Writhing One level 14
61st Regrowth 123rd year of Ascendancy at 22:44 see stats
By spirit of evilbad the Doomelf Writhing One level 5
79th Pyre 122nd year of Ascendancy at 00:46 see stats
By spirit of evilbad the Doomelf Writhing One level 10
13rd Dusk 122nd year of Ascendancy at 22:43 see stats
By spirit of evilbad the Doomelf Writhing One level 11
41st Dusk 122nd year of Ascendancy at 14:25 see stats
By spirit of evilbad the Doomelf Writhing One level 9
5th Dusk 122nd year of Ascendancy at 06:57 see stats
By spirit of evilbad the Doomelf Writhing One level 13
3rd Haze 122nd year of Ascendancy at 16:36 see stats
By spirit of evilbad the Doomelf Writhing One level 18
29th Pyre 123rd year of Ascendancy at 02:48 see stats
By spirit of evilbad the Doomelf Writhing One level 15
64th Regrowth 123rd year of Ascendancy at 00:11 see stats
Log
Spirit of evilbad is no longer out of phase.
Talent Lash Out is ready to use.
The protective shield of Spirit of evilbad disappears.
Talent Shed Skin is ready to use.
Talent Constrict is ready to use.
Spirit of evilbad casts Decayed Bloated Horror.
Enue the quasit squad leader casts Bone Spear.
Spirit of evilbad starts to bleed.
You squeeze the squishy tentacle (spirit of evilbad)!
Bloated horror starts to bleed.
Enue the quasit squad leader misses Bloated horror.
Enue the quasit squad leader hits Bloated horror for 54 physical, 49 blight, 3 temporal (106 total damage).
Enue the quasit squad leader hits spirit of evilbad for 80 physical damage.
Bloated horror uses Mind Sear.
Bloated horror hits Enue the quasit squad leader for 118 mind damage.
Bleeding from Enue the quasit squad leader hits Bloated horror for 5 physical damage.
Bleeding from Enue the quasit squad leader hits spirit of evilbad for 8 physical damage.
Bloated horror is poisoned!
Enue the quasit squad leader hits Bloated horror for 45 physical, 3 temporal, 33 physical, 2 nature (83 total damage).
Talent Infusion: Healing is ready to use.
Bleeding from Enue the quasit squad leader hits spirit of evilbad for 8 physical damage.
Spirit of evilbad casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Enue the quasit squad leader performs a melee critical strike against spirit of evilbad!
Saving game...