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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
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 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: Showing Items Tier in Inventory 1.5.5This 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 16 / 79% |
Size | medium |
Lifes / Deaths | Killed by Ustimogu the halfling at level 10 on the 3rd Flare 122nd year of Ascendancy at 10:05 2 / 3Killed by Obanok the halfling at level 15 on the 28th Dusk 122nd year of Ascendancy at 20:58 Killed by Dobgu the halfling at level 15 on the 32nd Dusk 122nd year of Ascendancy at 15:21 |
Primary Stats
Strength | 52 (base 32) |
Dexterity | 71 (base 43) |
Constitution | 12 (base 10) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 14 (base 12) |
Resources
Life | 450/450 |
Stamina | 125/125 |
Healing Factor | 1.1264835164835 |
Regeneration | 2.7598846153846 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 1 |
Infravision | 9 |
Offense: Mainhand
Damage | 113 |
Accuracy | 49 |
Crit Chance | 6% |
APR | 17 |
Speed | 0.80 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Mind | +3% |
Physical | +12% |
Offense: Damage Penetration
Physical | +38% |
Defense: Base
Armour (hardiness) | 16 (38.536585365854%) |
Defense | 48 |
Ranged Defense | 56 |
Fatigue | 3.669446550417 |
Physical Save | 27 |
Spell Save | 7 |
Mental Save | 18 |
Defense: Resistances
Cold | + 18%( 70%) |
Physical | + 1%( 70%) |
Fire | + 11%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 4/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Intuitive Shots |
talent | Concealment |
beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 45%. Concealment |
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 tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | 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 |
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 snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed minotaur nose. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% mind Melee Ret 16 physical ----- def ----- Armour +3 Fatigue +2% Resists +1% physical Phys.save +12 (+6 eff.) Mind.save +10 (+6 eff.) ---------- misc Stam/turn +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 arrow ammo [Ego+] Arcane/Psionic Power 35.5 - 49.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 22 Ranged+ +8 darkness +15 light Against +11% Living +20% Undead Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Spell.crit +4% Spell.pwr +4 (+4 eff.) Res.pen +15% physical Acc +4 (+2 eff.) ----- def ----- Armour +4 Defense +11 (+3 eff.) Rng.Def +9 (+3 eff.) Max.HP +60.00 HP.reg +0.40 ---------- misc Mana/turn +0.24 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) ---------- misc Stam/turn +0.40 Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
In main hand | ![]() 4.0 T3 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +12% physical Res.pen +23% physical Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +1.20 ---------- misc Stam/turn +0.60 Max.stam +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T3 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Apr +7 ----- def ----- Armour +6 Defense +8 (+2 eff.) Fatigue +8% ---------- misc Stam/turn +0.60 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 75 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +6% cold Max.HP +33.00 Disease- +5% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% fire +12% cold Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +10.00% Spell.pwr +3 (+3 eff.) Dmg.mod +10% fire ----- def ----- Resists +6% blight +6% darkness +3% light Spell.save +3 (+3 eff.) Confus- +5% Pinning- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon Reqs Mag 11 [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 12.0 - 18.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 acid On Crit: * splashes the target with acid Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 25.5 - 38.3 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed mauls. |
![]() 3.0 T1 longsword 1H weapon [Rare] Disrupt Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 nature On Hit.r1 +8 mind On Hit: * 25% chance to remove a magical effect While equipped: dps ---------- Crit.mult +10.00% On Hit (Melee): * 10 arcane resource burn ---------- misc Equi/ret +0.04 Telepathy Humanoid/Orc Sharp, long, and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Disrupt Power 10.5 - 13.7 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 11 arcane resource burn Sharp, short and deadly. |
![]() 3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego+] Nature/Psionic This natural fire should be returned to the wyrm. Power 3.0 - 3.3 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) All.spd +2% Dmg.mod +4% fire +2% mind +3% darkness Res.pen +4% fire Melee Ret 5 fire 3 mind 2 darkness ----- def ----- Resists +5% fire Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 7.0 T1 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- Melee+ 5 cold Melee Ret 11 ice On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +11% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Melee Ret 10 lightning ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Melee Ret 8 light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +1 (+0 eff.) Resists +9% 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. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind +12% arcane Res.pen +5% arcane Melee Ret 8 mind ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +6% mind A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +1 Fatigue +1% Resists +12% light +3% temporal Silence- +10% Stun/Frz- +5% Teleport- +5% A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Disrupt While equipped: Stats +3 Dex +1 Wil +2 Cun +6 Con dps ---------- Phys.pwr +5 (+2 eff.) Acc +6 (+2 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% blight Spell.save +9 (+9 eff.) ---------- misc See.Invis +12 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% nature +6% darkness Res.pen +20% nature ----- def ----- Armour +1 Resists +3% nature +6% darkness HP.reg +1.30 ---------- misc Stam/turn +0.60 Max.stam +12.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +4 Con dps ---------- Dmg.mod +12% acid +3% physical Apr +3 Melee Ret 16 mind ----- def ----- Defense +7 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +18% acid A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% mind +10% cold Melee Ret 20 acid ----- def ----- Defense +1 (+0 eff.) Resists +6% mind +15% cold A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex +2 Wil +2 Cun +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Mind.pwr +2 (+2 eff.) ----- def ----- Armour +1 Fatigue -5% ---------- misc Max.psi +20.00 A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Mag +5 Wil +1 Con ----- def ----- Resists +6% lightning Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +2 Telepathy Demon/Minor Demon/Major 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +12% temporal Acc +4 (+2 eff.) ----- def ----- Resists +9% temporal Spell.save +3 (+3 eff.) Poison- +5% Stun/Frz- +10% Knockbk- +5% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Ziriguidum the Skeleton Archer level 10
1st Flare 122nd year of Ascendancy at 22:28 see stats
By Ziriguidum the Skeleton Archer level 9
1st Summertide 122nd year of Ascendancy at 18:12 see stats
By Ziriguidum the Skeleton Archer level 12
2nd Dusk 122nd year of Ascendancy at 02:23 see stats
By Ziriguidum the Skeleton Archer level 14
20th Dusk 122nd year of Ascendancy at 21:53 see stats
Log
Ziriguidum deactivates Concealment.
Ziriguidum's Concealment has been deactivated!
Elven guard is silenced!
Elven guard is disarmed!
Ziriguidum's Called Shots hits Elven guard for 59 physical, 8 darkness, 15 light (82 total damage).
Ziriguidum's Called Shots hits Elven guard for 234 physical damage.
Ziriguidum's Called Shots hits Elven guard for 53 physical, 8 darkness, 15 light (76 total damage).
Ziriguidum's Called Shots killed Elven guard!
Resting starts...
Rested for 7 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Concealment is ready to use.
Ziriguidum activates Concealment.
Talent Called Shots is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 41 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Ziriguidum deactivates Concealment.
Ziriguidum deactivates Intuitive Shots.