Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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.
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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 23 / 100% |
Size | medium |
Lifes / Deaths | Killed by black crystal at level 9 on the 2nd Mirth 122nd year of Ascendancy at 09:47 1 / 4Killed by snow giant boulder thrower at level 23 on the 37th Haze 122nd year of Ascendancy at 09:29 Killed by snow giant boulder thrower at level 23 on the 37th Haze 122nd year of Ascendancy at 10:38 Killed by snow giant boulder thrower at level 23 on the 37th Haze 122nd year of Ascendancy at 11:06 |
Primary Stats
Strength | 51 (base 12) |
Dexterity | 50 (base 50) |
Constitution | 48 (base 12) |
Magic | 21 (base 12) |
Willpower | 22 (base 12) |
Cunning | 77 (base 49) |
Resources
Life | 645/645 |
Stamina | 166/166 |
Healing Factor | 1.2678383355187 |
Regeneration | 0.3169595838797 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 1 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 83 |
Accuracy | 57 |
Crit Chance | 25% |
APR | 12 |
Speed | 0.80 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Light | +18% |
Temporal | +6% |
Blight | +12% |
Arcane | +6% |
Physical | -10% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Arcane | +15% |
Defense: Base
Armour (hardiness) | 29 (49.007671158813%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 21 |
Mental Save | 43 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 11%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 27%( 70%) |
All | + 4%( 70%) |
Darkness | + 14%( 70%) |
Light | + 21%( 70%) |
Temporal | + 7%( 70%) |
Physical | + 25%( 70%) |
Lightning | + 34%( 70%) |
Fire | + 15%( 70%) |
Nature | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 47% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 326 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: 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 magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Pugilism | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Cunning / Tactical | 1.50 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.50 |
| 4/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Exploit Weakness |
talent | Striking Stance |
beneficial effect | Countering melee attacks: Has a 58% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning 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 successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)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. 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed pouch of luminous horror dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 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 | Xanodheba the pair of hardened leather boots (0 def, 6 armour) Xanodheba the pair of hardened leather boots (0 def, 6 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +12% acid ----- def ----- Armour +6 Resists +6% acid +5% arcane ---------- misc Stam/turn +1.00 Infravis +1 A pair of boots made of leather. |
On hands | Noonlace the hardened leather gloves (0 def, 2 armour) Noonlace the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +2 Wil +4 Con dps ---------- Dmg.mod +18% light On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Armour +2 Disarm- +27% ---------- misc Light +3 Masteries +0.20 Technique/Grappling Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Disarm 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Unrutoregodir (0 def, 3 armour) Unrutoregodir (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +9 Str +4 Wil +1 Con ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +3% nature +18% lightning Mind.save +8 (+3 eff.) A cap made of leather. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Glorykira the steel ring Glorykira the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Mag ----- def ----- Armour +4 Fatigue -5% Resists +6% lightning Mind.save +6 (+2 eff.) Max.HP +40.00 Disarm- +20% Stun/Frz- +10% ---------- misc Max.enc +23 Rings make your fingers look great! |
On fingers | copper ring 'Mardelach' copper ring 'Mardelach'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Con +3 Mag dps ---------- Acc +5 (+1 eff.) Apr +2 ----- def ----- Resists +3% temporal +2% physical Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Main armor | cured leather armour 'Glintwinnow' (6 def, 4 armour) cured leather armour 'Glintwinnow' (6 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Res.pen +5% light ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +19% cold +18% light +10% darkness Mind.save +13 (+5 eff.) A suit of armour made of leather. |
Light source | brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
Cloak | linen cloak 'Pyretrencher' (6 def, 0 armour) linen cloak 'Pyretrencher' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% ----- def ----- Defense +6 (+1 eff.) Resists +3% acid +3% fire Phys.save +5 (+2 eff.) Mind.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Uramas Uramas1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% blight +6% temporal +6% arcane Res.pen +15% arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +7% acid +8% fire +7% lightning +5% cold Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
Inventory
movement infusion (speed 448%; cd 9) movement infusion (speed 448%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 448% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 205 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
biting gale rune (damage 39; dur 4; cd 16) biting gale rune (damage 39; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 39.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 232; dur 4; cd 18) shielding rune of the psychic (absorb 232; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 232 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
chilling iron greatmaul of daylight (16-23 power, 1 apr) chilling iron greatmaul of daylight (16-23 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 15.5 - 23.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 light +10 cold Against +7% Undead Massive two-handed mauls. |
iron greatmaul of rage (16-23 power, 1 apr) iron greatmaul of rage (16-23 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego+] Master Power 15.5 - 23.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +10% physical Acc +9 (+3 eff.) Massive two-handed mauls. |
arcing steel greatmaul of vileness (28-41 power, 2 apr) arcing steel greatmaul of vileness (28-41 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 27.5 - 41.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 12 * 25% chance for lightning to strike from the target to a second target dealing 29 damage Massive two-handed mauls. |
flaming steel greatmaul (31-46 power, 2 apr) flaming steel greatmaul (31-46 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +13 fire Massive two-handed mauls. |
iron mace (12-16 power, 2 apr) iron mace (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
elemental steel dagger (13-17 power, 6 apr) elemental steel dagger (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 29 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +8% cold Res.pen +11% cold Sharp, short and deadly. |
wyrm's mossy mindstar of life (2-3 power, 12 apr, nature damage) wyrm's mossy mindstar of life (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego+] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 3 lightning 3 physical 3 fire 3 acid 3 cold ----- def ----- Resists +3% lightning +3% physical +3% cold +3% fire +3% acid Max.HP +13.00 HP.reg +0.50 ---------- misc Talents +1 Attune Mindstar 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. |
Eye of Winter (8-9 power, 18 apr, cold damage) Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Gorepassion the hardened leather gloves (0 def, 6 armour) Gorepassion the hardened leather gloves (0 def, 6 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +6 Str dps ---------- Melee+ 7 acid Dmg.mod +6% acid +6% nature Res.pen +10% mind ----- def ----- Armour +6 Resists +7% acid +4% physical ---------- misc Max.stam +20.00 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Broduran the Willowrage (0 def, 2 armour) Broduran the Willowrage (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +19% lightning Melee Ret 2 lightning ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +20% nature Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +9 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Shineripper (0 def, 2 armour) Shineripper (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +6% lightning +15% light Melee Ret 8 blight 10 light ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning Def/telep +10 Res/telep +10% Dur/telep +10% Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +8 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
spellwoven linen wizard hat of madness (1 def, 0 armour) spellwoven linen wizard hat of madness (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Spell.crit +3% Mind.crit +5% Spell.pwr +3 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Mind.save +12 (+4 eff.) ---------- misc Mana/turn +0.12 Hateful Whisper: Puts all charms on 15 cooldown Level 5.2 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 121 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.1 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 34% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
bladed iron helm of constitution (+3) (0 def, 3 armour) bladed iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 111.9 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate 10 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. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
7 ametrine 7 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. |
11 citrine 11 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. |
4 zircon 4 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. |
6 aquamarine 6 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. |
2 opal 2 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
7 amethyst 7 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. |
2 onyx 2 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 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
140 alchemist agate 140 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. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By UwU the Cornac Adventurer level 19
7th Haze 122nd year of Ascendancy at 20:59 see stats
By UwU the Cornac Adventurer level 21
34th Haze 122nd year of Ascendancy at 22:43 see stats
By UwU the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 11:56 see stats
By UwU the Cornac Adventurer level 20
23rd Haze 122nd year of Ascendancy at 14:06 see stats
By UwU the Cornac Adventurer level 19
45th Dusk 122nd year of Ascendancy at 18:02 see stats
By UwU the Cornac Adventurer level 8
79th Pyre 122nd year of Ascendancy at 04:43 see stats
By UwU the Cornac Adventurer level 16
14th Dusk 122nd year of Ascendancy at 13:59 see stats
Log
Snow giant boulder thrower slows down.
Snow giant boulder thrower misses UwU.
UwU throws two quick punches.
Snow giant boulder thrower starts to bleed.
Snow giant boulder thrower's armor corrodes!
UwU hits Snow giant boulder thrower for 78 physical, 90 physical (167 total damage).
Bleeding from UwU hits Snow giant boulder thrower for 46 physical damage.
UwU performs a melee critical strike against Snow giant boulder thrower!
UwU uses Disarm.
UwU performs a melee critical strike against Snow giant boulder thrower!
Snow giant boulder thrower is disarmed!
UwU hits Snow giant boulder thrower for 110 physical, 100 physical (210 total damage).
Snow giant boulder thrower misses UwU.
You collect a new ingredient: snow giant kidney (1).
Bleeding from UwU hits Snow giant boulder thrower for 97 physical damage.
Bleeding from UwU killed Snow giant boulder thrower!
You pickup 0.80 gold pieces.
Talent Double Strike is ready to use.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 49 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.