Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Better Item Description 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Roguelike |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 18 / 46% |
Size | big |
Lifes / Deaths | Killed by Matethia the Invoker at level 18 on the 25th Haze 122nd year of Ascendancy at 04:00 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 30 (base 13) |
Dexterity | 49 (base 39) |
Constitution | 33 (base 10) |
Magic | 10 (base 10) |
Willpower | 15 (base 10) |
Cunning | 47 (base 44) |
Resources
Life | -49/487 |
Stamina | 176/176 |
Healing Factor | 1.1699507389163 |
Regeneration | 55.399827932276 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
See Stealth | 16 |
See Invisible | 16 |
Offense: Barehand
Damage | 56 |
Accuracy | 50 |
Crit Chance | 26% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Mind | +6% |
Lightning | +11% |
Fire | +12% |
Nature | +6% |
Offense: Damage Penetration
Mind | +25% |
Defense: Base
Armour (hardiness) | 14 (46.274970622797%) |
Defense | 41 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 44 |
Mental Save | 26 |
Defense: Resistances
Lightning | + 28%( 70%) |
Nature | + 14%( 70%) |
Cold | + 12%( 70%) |
Blight | + 21%( 70%) |
Acid | + 29%( 70%) |
Fire | + 29%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Teleport Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: SunUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 29) for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Striking Stance |
detrimental effect | The target is on fire, taking 29.79 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 49% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
beneficial effect | A flow of life spins around the target, regenerating 43.96 life per turn. Regeneration |
beneficial effect | You gain 11% resistance against fire. Resolve |
beneficial effect | The target is recovering 20 life each turn. Recovery |
beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
Quests
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved spell save by +4. | done |
You failed to protect the repented thief from death by king cobra. Escort: repented thief (level 4 of Old Forest) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 1. | 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. * 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 the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice ant stinger. 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 electric eel tail. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed pouch of faeros ash. * You've found the needed orc heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
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 | traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +5 (+3 eff.) ---------- misc Max.enc +22 Stam/turn +0.30 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | naturalist's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) naturalist's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 10 nature Dmg.mod +6% nature Acc +13 (+4 eff.) ----- def ----- Armour +2 Resists +7% nature Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Acc +7 Apr +9 Crit +15.0% Atk.spd 125% On Crit.r2 +7 nature On Hit: 10% Poison Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | thaloren hardened leather cap of trickery (0 def, 3 armour) thaloren hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Dex +5 Wil +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +6 (+3 eff.) A cap made of leather. |
Tool | Korodor the Burnsweeper (dig speed 29 turns) Korodor the Burnsweeper (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +4 (+2 eff.) Mov.spd +10% Dmg.mod +6% mind +12% fire Res.pen +25% mind Melee Ret 8 fire ----- def ----- Resists +12% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | marksman's steel ring of lightning (+22%) marksman's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% lightning Acc +4 (+1 eff.) ----- def ----- Resists +22% lightning Rings can have magical properties. |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
Main armor | spiked cured leather armour of the deep (2 def, 6 armour) spiked cured leather armour of the deep (2 def, 6 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +7% Resists +6% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
Light source | brass lantern of clarity brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +6 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. |
Cloak | linen cloak 'Chikalthokath' (10 def, 0 armour) linen cloak 'Chikalthokath' (10 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +10 (+3 eff.) Rng.Def +3 (+1 eff.) Resists +12% acid Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Silence- +10% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | cleansing hardened leather belt of the giants cleansing hardened leather belt of the giants1.0 T3 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Resists +5% acid +7% blight Spell.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Inventory
manasurge rune (687% regen over 10 turns; 34 instant mana) manasurge rune (687% regen over 10 turns; 34 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 687% for 10 turns and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel amulet steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
chilling steel greatsword (24-38.4 power, 2 apr) chilling steel greatsword (24-38.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 cold Massive two-handed swords. |
Skytouch the ash longbow Skytouch the ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +11 cold On Crit.r2 +2 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +14% cold +17% physical Res.pen +5% lightning +15% physical +10% fire Longbows are used to shoot arrows at your foes. |
truestriking steel longsword of projection (16-22.4 power, 3 apr) truestriking steel longsword of projection (16-22.4 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Master/Psionic Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +6% physical Acc +6 (+2 eff.) Apr +7 Sharp, long, and deadly. |
chilling steel mace of massacre (21.5-30.1 power, 3 apr) chilling steel mace of massacre (21.5-30.1 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 cold Blunt and deadly. |
cured leather sling cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Slings are used to hurl stones or metal shots at your foes. |
steel steamgun of power steel steamgun of power4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% physical Res.pen +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
coruscating dwarven-steel steamsaw of fire resistance (+25%) (20.5-30.75 power, 14 apr) coruscating dwarven-steel steamsaw of fire resistance (+25%) (20.5-30.75 power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Master/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: Stats +1 Str dps ---------- Melee Ret 10 fire ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +25% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
warbringer's iron steamsaw of vileness (9-13.5 power, 0 apr) warbringer's iron steamsaw of vileness (9-13.5 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Master/Steamtech Power 9.0 - 13.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Melee+ +7 blight On Hit: * 6% chance to disease Uses 1.0 Steam While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Disarm- +12% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
chilling steel waraxe of crippling (15.5-21.7 power, 3 apr) chilling steel waraxe of crippling (15.5-21.7 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 cold On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% One-handed war axes. |
miner's pair of iron boots of speed (0 def, 7 armour) miner's pair of iron boots of speed (0 def, 7 armour)3.0 T1 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +7 Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm rough leather gloves of dexterity (+3) (0 def, 1 armour) storm rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning Acc +11 (+3 eff.) ----- def ----- Armour +1 Resists +5% lightning Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Acc +6 Apr +1 Crit +6.0% Atk.spd 167% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant steel mail armour of implacability (2 def, 11 armour) radiant steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor [Ego++] Nature/Master While equipped: Stats +2 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +7% Resists +12% blight +14% darkness Phys.save +7 (+4 eff.) ---------- misc Light +1 A suit of armour made of mail. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cured leather armour of acid resistance (2 def, 4 armour) cured leather armour of acid resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +17% acid A suit of armour made of leather. |
impenetrable steel plate armour of command (10 def, 18 armour) impenetrable steel plate armour of command (10 def, 18 armour)17.0 T2 massive armor Reqs Heavy Armour Training 3 [Ego+] Master/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% blight ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +22% Mind.save +12 (+6 eff.) A suit of armour made of metal plates. It was corrupted by the digestive sack. |
deflecting steel shield of radiance (10 def, 2 armour, 38.5 block) deflecting steel shield of radiance (10 def, 2 armour, 38.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego+] Arcane/Master While equipped: Stats +3 Con +2 Mag dps ---------- On Melee Ret: * 15% chance to blind ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +11% light Proj.evade +5% ---------- misc Talents +2 Block Handheld deflection devices. |
quiver of ash arrows (21/21, 21-29.4 power, 7 apr) quiver of ash arrows (21/21, 21-29.4 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 21 Arrows are used with bows to pierce your foes to death. |
agate 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. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
deadly pouch of steel shots of accuracy (16/16, 23.5-28.2 power, 2 apr) deadly pouch of steel shots of accuracy (16/16, 23.5-28.2 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 23.5 - 28.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +10 Apr +2 Crit +4.5% Capacity 16 Shots are used with slings to pummel your foes to death. |
2 amethyst 2 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. |
citrine citrine0.0 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. |
Achievements
By Nnai the Cornac Brawler level 15
35th Dusk 122nd year of Ascendancy at 05:45 see stats
By Nnai the Cornac Brawler level 10
4th Dusk 122nd year of Ascendancy at 10:26 see stats
By Nnai the Cornac Brawler level 18
70th Dusk 122nd year of Ascendancy at 21:22 see stats
By Nnai the Cornac Brawler level 10
6th Flare 122nd year of Ascendancy at 20:49 see stats
By Nnai the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 17:06 see stats
Log
Matethia the Invoker casts Manathrust.
Nnai attunes to the damage.
Nnai is invigorated by the attack!
Nnai hits Matethia the Invoker for 109 physical, 5 mind, 11 nature, 7 nature, 76 physical, 5 mind, 11 nature (223 total damage).
Matethia the Invoker hits Nnai for (14 resist armour), 144 arcane (144 total damage).
Matethia the Invoker resists the mind attack!
Matethia the Invoker casts Flame.
Nnai is invigorated by the attack!
Nnai is on fire!
Nnai hits Matethia the Invoker for 71 physical, 3 mind, 11 nature (85 total damage).
Matethia the Invoker hits Nnai for (14 resist armour), 70 fire (70 total damage).
Nnai is invigorated by the attack!
Burning from Matethia the Invoker hits Nnai for (14 resist armour), 10 fire (10 total damage).
Matethia the Invoker casts Lightning.
Nnai is recovering from the damage!
Nnai is invigorated by the attack!
Nnai hits Matethia the Invoker for 66 physical, 5 mind, 11 nature (82 total damage).
Matethia the Invoker hits Nnai for (14 resist armour), 83 lightning (83 total damage).
Nnai is invigorated by the attack!
Talent Double Strike is ready to use.
Burning from Matethia the Invoker hits Nnai for (14 resist armour), 14 fire (14 total damage).
Nnai receives 23 healing.
Nnai uses Infusion: Regeneration.
Nnai starts regenerating health quickly.
Matethia the Invoker casts Manathrust.
Matethia the Invoker's spell attains critical power!
Saving game...