Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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:
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: 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 | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 11 / 94% |
Size | medium |
Lifes / Deaths | Killed by Ivann the rattlesnake at level 11 on the 37th Dusk 122nd year of Ascendancy at 03:25 / 1 |
Primary Stats
Strength | 11 (base 11) |
Dexterity | 37 (base 25) |
Constitution | 18 (base 10) |
Magic | 12 (base 10) |
Willpower | 16 (base 10) |
Cunning | 47 (base 36) |
Resources
Life | -8/258 |
Stamina | 155/165 |
Healing Factor | 1.1711363549267 |
Regeneration | 23.429232078209 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 48 |
Accuracy | 53 |
Crit Chance | 17% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 26 |
Accuracy | 53 |
Crit Chance | 21% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Lightning | +4% |
Mind | +6% |
Nature | +6% |
Offense: Damage Penetration
Lightning | +20% |
Acid | +10% |
Mind | +20% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 10 (38.594633868923%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 13 |
Spell Save | 15 |
Mental Save | 26 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 25%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 7%( 70%) |
Mind | + 3%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 10% |
Confusion Resistance | 23% |
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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. Its effects scale with your Dexterity 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 559% 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. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 17.8 and stamina regeneration by 5.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | 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. | 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 |
Equipment
On feet | Xowe the pair of rough leather boots (0 def, 1 armour) Xowe the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +1 Dex Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather. |
Light source | Amiroddandil AmiroddandilCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +10% acid Physical save: +3 (+3 eff.) Light radius: +5 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 | Flashhue the linen wizard hat (1 def, 0 armour) Flashhue the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun Changes resistances penetration: +15% lightning / +10% mind Psi when hit: +0.04 Mental crit. chance: +4% Infravision radius: +4 See stealth: +6 See invisible: +6 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 14% and attempts to push all creatures other than yourself out of its radius, inflicting 2.76 light damage and 2.76 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | Khelublek the iron gauntlets (0 def, 7 armour) Khelublek the iron gauntlets (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Damage (Melee): 6 lightning Changes stats: +1 Dex / +2 Mag Changes resistances: +6% lightning Changes damage: +4% lightning Spell save: +3 (+3 eff.) Healing mod.: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Airzeal the elm totem of healing [power 110] (15 cooldown) Airzeal the elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 43% Changes resistances penetration: +5% lightning It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | marksman's copper ring of clarity marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Mental save: +5 (+2 eff.) Confusion immunity: +23% Rings make your fingers look great! |
On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.39 cold and 9.03 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Around neck | warrior's steel amulet of constitution (+2) warrior's steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% physical Stamina each turn: +0.20 Amulets make your neck look great! |
In main hand | Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Around waist | Arothra the rough leather belt Arothra the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +3% mind / +6% nature Mental save: +5 (+2 eff.) Cut immunity: +10% Life regen: +2.00 Spellpower: +3 (+3 eff.) Healing mod.: +5% A belt that goes around your waist. |
In off hand | iron dagger 'Boltdash' (9-12 power, 5 apr) iron dagger 'Boltdash' (9-12 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 17 Damage (Melee): +8 lightning / +7 mind Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +16 lightning When wielded/worn: Changes stats: +1 Cun / +2 Wil Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% Sharp, short and deadly. |
Cloak | Haribar the Taintgasher (1 def, 0 armour) Haribar the Taintgasher (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +3% acid / +5% arcane / +6% blight Changes resistances penetration: +5% nature Changes damage: +6% nature Spell save: +3 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Getedas the Skydredge (3 def, 2 armour) Getedas the Skydredge (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +2 Cun Changes resistances: +18% acid Changes resistances penetration: +10% mind Changes damage: +6% mind Critical mult.: +5.00% Mental crit. chance: +1% A suit of armour made of leather. |
Inventory
wild infusion of the duelist (res 22%; mental; dur 3; cd 13) wild infusion of the duelist (res 22%; mental; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to 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 |
wild infusion of the duelist (res 23%; mental; dur 3; cd 10) wild infusion of the duelist (res 23%; mental; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to 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 |
shatter afflictions rune of the duelist (absorb 58; cd 14) shatter afflictions rune of the duelist (absorb 58; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 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 58 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
marksman's copper ring of clarity marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
marksman's copper ring of light (+20%) marksman's copper ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
stralite mail armour of lightning resistance (4 def, 8 armour) stralite mail armour of lightning resistance (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes resistances: +15% lightning A suit of armour made of mail. |
rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +25 A belt that goes around your waist. |
Snowbringer the linen cloak (1 def, 6 armour) Snowbringer the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 cold Changes stats: +2 Str / +2 Mag Changes resistances: +20% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
Cracklestun the linen wizard hat (1 def, 0 armour) Cracklestun the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 19% Changes stats: +2 Dex / +1 Con Changes resistances: +16% nature Changes damage: +11% nature / +3% lightning A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.05 to 81.15 lightning damage (54.10 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Islelle the Chillfurnace (0 def, 2 armour) Islelle the Chillfurnace (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes resistances: +6% temporal Changes resistances penetration: +5% acid Changes damage: +6% cold / +3% temporal Infravision radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
iron helm 'Arcvengeance' (0 def, 3 armour) iron helm 'Arcvengeance' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +1 Str / +6 Dex Changes damage: +3% lightning Psi when hit: +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 wand of lightning storm [power 116] (15 cooldown) evasive elm wand of lightning storm [power 116] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (120 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 13% chance to evade weapon attacks 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 Shenk Buttersworth the Cornac Rogue level 10
3rd Mirth 122nd year of Ascendancy at 08:17 see stats
By Shenk Buttersworth the Cornac Rogue level 10
4th Mirth 122nd year of Ascendancy at 07:46 see stats
By Shenk Buttersworth the Cornac Rogue level 10
5th Mirth 122nd year of Ascendancy at 23:31 see stats
Log
Bleeding from Shenk Buttersworth hits Aeroldanor the large white snake for 33 physical damage.
Deadly Poison from Shenk Buttersworth hits Aeroldanor the large white snake for 20 nature damage.
Shenk Buttersworth uses Throwing Knives.
Shenk Buttersworth's Throwing Knife hits Aeroldanor the large white snake for 76 physical, 6 lightning (82 total damage).
Aeroldanor the large white snake uses Sudden Growth.
Aeroldanor the large white snake gains 0% of a turn from Ancestral Life.
Aeroldanor the large white snake receives 18 healing from Sudden Growth.
Bleeding from Shenk Buttersworth hits Aeroldanor the large white snake for 43 physical damage.
Deadly Poison from Shenk Buttersworth hits Aeroldanor the large white snake for 20 nature damage.
Shenk Buttersworth uses Throwing Knives.
Shenk Buttersworth's Throwing Knife performs a melee critical strike against Aeroldanor the large white snake!
Shenk Buttersworth's Throwing Knife hits Aeroldanor the large white snake for 124 physical, 6 lightning (130 total damage).
Aeroldanor the large white snake misses Shenk Buttersworth.
Aeroldanor the large white snake hits Shenk Buttersworth for 44 physical damage.
Poison bursts out of Aeroldanor the large white snake's corpse!
Deadly Poison from Shenk Buttersworth hits Aeroldanor the large white snake for 40 nature damage.
Deadly Poison from Shenk Buttersworth killed Aeroldanor the large white snake!
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Ivann the rattlesnake's Fan of Knives hits Shenk Buttersworth for 26 physical, 9 physical (35 total damage).
Ivann the rattlesnake's Fan of Knives hits Shenk Buttersworth for 32 physical, 9 physical (41 total damage).
Ivann the rattlesnake's Fan of Knives hits Shenk Buttersworth for 33 physical, 9 physical (42 total damage).
Ivann the rattlesnake's Fan of Knives hits Shenk Buttersworth for 29 physical, 9 physical (38 total damage).
Ivann the rattlesnake's Fan of Knives hits Shenk Buttersworth for 25 physical, 9 physical (34 total damage).
Deadly Poison from Shenk Buttersworth hits Ivann the rattlesnake for 36 nature damage.
Ivann the rattlesnake's Beyond the Flesh hits Shenk Buttersworth for (12 parried), 20 physical (20 total damage).
Shenk Buttersworth the level 11 cornac rogue was chopped into tiny pieces to death by Ivann the rattlesnake on level 3 of Norgos Lair.