Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
ZOmnibus Addon Pack 1.7.4Combines 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: 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:
Items Vault 1.7.6Donators/Buyers bonus! 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 Improved Auto-explore and Rest 1.7.2Quality 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 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Writhing One |
Level / Exp | 23 / 21% |
Size | medium |
Lifes / Deaths | Killed by Elibrenne the armoured skeleton warrior at level 12 on the 32nd Dusk 122nd year of Ascendancy at 11:52 1 / 4Killed by shadow at level 17 on the 59th Dusk 122nd year of Ascendancy at 10:36 Killed by Velissra the sand-drake at level 21 on the 28th Haze 122nd year of Ascendancy at 11:57 Killed by worm that walks (servant of Unlock please) at level 22 on the 30th Haze 122nd year of Ascendancy at 06:45 |
Primary Stats
Strength | 16 (base 14) |
Dexterity | 19 (base 13) |
Constitution | 20 (base 13) |
Magic | 55 (base 53) |
Willpower | 12 (base 10) |
Cunning | 49 (base 38) |
Resources
Life | 787/787 |
Mana | 222/222 |
Insanity | 0/100 |
Positive | 96/96 |
Healing Factor | 1.3070588855782 |
Regeneration | 20.455471559298 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 11 |
See Stealth | 37.316321645086 |
See Invisible | 37.316321645086 |
Offense: Mainhand
Damage | 57 |
Accuracy | 50 |
Crit Chance | 20% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Blight | +18% |
Physical | +3% |
Darkness | +33% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Defense: Base
Armour (hardiness) | 27.170592677324 (35.65183292883%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 9 |
Physical Save | 36 |
Spell Save | 41 |
Mental Save | 35 |
Defense: Resistances
Acid | + 41%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Darkness | + 20%( 70%) |
Light | + 6%( 70%) |
Temporal | + 17%( 70%) |
Lightning | + 47%( 70%) |
Fire | + 26%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Teleport Resistance | 10% |
Pinning Resistance | 22% |
Knockback Resistance | 22% |
Disarm Resistance | 80% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 463% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Cunning 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 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Defensive Posture |
talent | Chaos Orbs |
talent | Chant of Resistance |
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 successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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: * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed snow giant kidney. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | pair of voratun boots 'Beeroddarand' (0 def, 5 armour) pair of voratun boots 'Beeroddarand' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Acc +15 (+4 eff.) Apr +15 ----- def ----- Armour +5 Fatigue +4% Resists +12% lightning +11% temporal Phys.save +21 (+8 eff.) Mind.save +17 (+7 eff.) ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Eilinikira Eilinikira2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Cun dps ---------- Phys.pwr +10 (+3 eff.) Mind.pwr +15 (+7 eff.) ----- def ----- Armour +4 Defense +20 (+7 eff.) Max.HP +43.00 ---------- 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. |
On head | Gubreriawe (0 def, 3 armour) Gubreriawe (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex +2 Wil +2 Cun dps ---------- Spell.pwr +20 (+6 eff.) Mind.pwr +4 (+2 eff.) S.pwr/crit +8 ----- def ----- Armour +3 Fatigue +5% ---------- misc Vim/s.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron pickaxe 'Rootbringer' (dig speed 31 turns) iron pickaxe 'Rootbringer' (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +3% acid Acc +3 (+1 eff.) ----- def ----- Resists +15% lightning +3% nature Max.HP +20.00 ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Balorion the Flaremarrow Balorion the Flaremarrow0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% physical Apr +3 Melee Ret 2 fire ----- def ----- Resists +6% fire Max.HP +23.00 Disarm- +20% Pinning- +22% Knockbk- +22% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
On fingers | titan's copper ring of life titan's copper ring of life0.1 T1 ring jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +43.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
Around waist | Fuladil the rough leather belt Fuladil the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Res.pen +5% blight ----- def ----- Resists +3% light Max.HP +37.00 HP.reg +4.00 Disarm- +10% Teleport- +10% A belt that goes around your waist. |
In main hand | Zerabers the ash vilestaff (111% power, 3 apr, darkness element) Zerabers the ash vilestaff (111% power, 3 apr, darkness element)5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Defense +12 (+4 eff.) Crit.chn- 15.00% Spell.save +3 (+1 eff.) Blind- +10% ---------- misc Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 107.82 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Eilinasedhetta (0 def, 2 armour) Eilinasedhetta (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Psionic While equipped: Stats +2 Cun dps ---------- Spell.crit +3% Res.pen +10% blight Acc +17 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% darkness +15% acid Phys.save +13 (+5 eff.) Mind.save +13 (+6 eff.) Disarm- +50% ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Level 2.6 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | troll-hide cured leather armour (6 def, 4 armour) troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +37.00 HP.reg +4.40 Heal.mod +11% A suit of armour made of leather. |
Cloak | Aladar (1 def, 0 armour) Aladar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Defense +1 (+1 eff.) Resists +6% acid +6% temporal +3% light Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
movement infusion of the sneak (speed 577%; cd 13) movement infusion of the sneak (speed 577%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 577% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +22% Amulets make your neck look great! |
cleansing steel amulet of dexterity (+4) =4 dex= cleansing steel amulet of dexterity (+4) =4 dex=0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Dex ----- def ----- Resists +10% nature +11% blight Poison- +28% Disease- +20% Amulets make your neck look great! |
Camorek the Chillstone (129% power, 3 apr) Camorek the Chillstone (129% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 cold On Hit.r1 +4 lightning On Hit: * Create an explosion dealing 92 lightning damage (1/turn) On Crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 While equipped: dps ---------- Dmg.mod +8% lightning Res.pen +9% lightning +10% cold ----- def ----- Resists +9% cold Sharp, long, and deadly. |
Xerosetta Xerosetta1.0 T1 belt armor [Rare] Psionic While equipped: Stats +9 Str +2 Wil dps ---------- Dmg.mod +3% acid ----- def ----- Mind.save +6 (+3 eff.) Max.HP +45.00 ---------- misc Light +3 Infravis +1 A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
stealthy pair of hardened leather boots of speed (0 def, 3 armour) =4 dexc= stealthy pair of hardened leather boots of speed (0 def, 3 armour) =4 dexc=2.0 T3 feet armor [Ego] Arcane/Master While equipped: Stats +7 Lck +4 Dex dps ---------- Mov.spd +25% ----- def ----- Armour +3 Stealth +7 A pair of boots made of leather. |
stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour) =4 dex= stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour) =4 dex=2.0 T3 feet armor [Ego] Master While equipped: Stats +8 Lck +4 Dex ----- def ----- Armour +3 Stealth +7 ---------- misc Stam/turn +0.50 Max.stam +11.00 A pair of boots made of leather. |
scholar's pair of iron boots of void walking (0 def, 3 armour) scholar's pair of iron boots of void walking (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Res.pen +11% darkness +11% temporal ----- def ----- Armour +3 Fatigue +2% Resists +11% darkness +10% temporal Def/telep +12 Res/telep +11% Dur/telep +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted rough leather gloves of dexterity (+3) (0 def, 1 armour) =3 dex= blighted rough leather gloves of dexterity (+3) (0 def, 1 armour) =3 dex=1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 blight Dmg.mod +3% blight Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat 'Mardoraneg' (2 def, 0 armour) =7 Dex= cashmere wizard hat 'Mardoraneg' (2 def, 0 armour) =7 Dex=2.0 T3 head armor [Rare] Nature While equipped: Stats +7 Dex dps ---------- Phys.crit +3.0% Dmg.mod +12% nature Res.pen +10% physical Acc +10 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +6% fire +18% nature +5% arcane A pointy cloth hat, very wizardly... |
rough leather cap 'Deepsdare' (0 def, 1 armour) rough leather cap 'Deepsdare' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +1 Cun +2 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour) =3 Dex= rough leather cap of dexterity (+3) (0 def, 1 armour) =3 Dex=2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
16 agate 16 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. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 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. |
4 citrine 4 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. |
7 zircon 7 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
268 alchemist agate 268 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. |
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.(54 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of predation (dig speed 24 turns) =3 Dex= dwarven-steel pickaxe of predation (dig speed 24 turns) =3 Dex=3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +3 (+1 eff.) Mov.spd +10% 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 (1/2) Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 307/400 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 Unlock please the Cornac Writhing One level 22
29th Haze 122nd year of Ascendancy at 10:25 see stats
By Unlock please the Cornac Writhing One level 11
25th Dusk 122nd year of Ascendancy at 16:42 see stats
By Unlock please the Cornac Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 01:42 see stats
By Unlock please the Cornac Writhing One level 20
1st Haze 122nd year of Ascendancy at 01:33 see stats
By Unlock please the Cornac Writhing One level 18
59th Dusk 122nd year of Ascendancy at 12:02 see stats
By Unlock please the Cornac Writhing One level 11
31st Dusk 122nd year of Ascendancy at 01:44 see stats
By Unlock please the Cornac Writhing One level 10
7th Dusk 122nd year of Ascendancy at 17:34 see stats
By Unlock please the Cornac Writhing One level 21
29th Haze 122nd year of Ascendancy at 05:58 see stats
Log
You gain 3.33 gold from the transmogrification of elemental dwarven-steel longsword (124% power, 4 apr).
You gain 4.30 gold from the transmogrification of manaburning dwarven-steel greatsword of erosion (148% power, 2 apr).
You gain 3.85 gold from the transmogrification of elemental dwarven-steel greatsword of massacre (158% power, 2 apr).
You gain 4.75 gold from the transmogrification of balanced dwarven-steel greatsword of erosion (144% power, 2 apr).
You gain 3.88 gold from the transmogrification of elemental steel greatsword of projection (125% power, 2 apr).
You gain 1.99 gold from the transmogrification of dwarven-steel greatmaul of erosion (152% power, 2 apr).
You gain 5.89 gold from the transmogrification of warbringer's dwarven-steel battleaxe (135% power, 2 apr).
You gain 6.23 gold from the transmogrification of truestriking dwarven-steel battleaxe of persecution (138% power, 2 apr).
You gain 6.69 gold from the transmogrification of lifebinding yew magestaff of illumination (120% power, 4 apr, fire element).
You gain 1.48 gold from the transmogrification of starlit gold amulet.
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 31st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Unlock please no longer seems to be in sync with his ally.
Today is the 32nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:16.
Today is the 33rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:30.
Today is the 34th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
There is a A gate into the Maze here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.