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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
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: 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 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: 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 | 21 / 39% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 7 on the 78th Pyre 122nd year of Ascendancy at 07:31 1 / 4Killed by Spellblaze Crystal at level 13 on the 63rd Dusk 122nd year of Ascendancy at 20:24 Killed by Rat Lich at level 19 on the 76th Haze 122nd year of Ascendancy at 18:54 Killed by Rat Lich at level 19 on the 76th Haze 122nd year of Ascendancy at 19:43 |
Primary Stats
Strength | 22 (base 12) |
Dexterity | 45 (base 44) |
Constitution | 16 (base 12) |
Magic | 17 (base 12) |
Willpower | 31 (base 15) |
Cunning | 53 (base 43) |
Resources
Life | 484/484 |
Stamina | 202/202 |
Psi | 121/121 |
Healing Factor | 1.1845771506545 |
Regeneration | 10.720423213423 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
See Invisible | 15 |
Offense: Mainhand
Damage | 93 |
Accuracy | 63 |
Crit Chance | 29% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Nature | +5% |
Temporal | +9% |
Cold | +6% |
Lightning | +9% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 30 (35.65183292883%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 1 |
Physical Save | 14 |
Spell Save | 17 |
Mental Save | 28 |
Defense: Resistances
Acid | + 28%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 33%( 70%) |
All | 0%( 70%) |
Lightning | + 10%( 70%) |
Light | + 9%( 70%) |
Temporal | + 18%( 70%) |
Darkness | + 6%( 70%) |
Fire | + 12%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Poison Resistance | 40% |
Confusion Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 heal yourself for 100 life over 5 turns. |
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. |
Class Talents
Cunning / Poisons | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Technique / Agility | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Effects
talent | Beyond the Flesh |
talent | Apply Poison |
talent | Leeching Poison |
talent | Crippling Poison |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Shin. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 within5 lumberjacks have died. | done |
Equipment
Psionic focus | hardened leather sling 'Eclipsetrencher' hardened leather sling 'Eclipsetrencher'4.0 T3 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +3 Str +1 Con dps ---------- Phys.pwr +7 (+3 eff.) On Hit (Ranged): * 20% chance to reduce damage dealt by 18% ----- def ----- Defense +5 (+1 eff.) Resists +3% darkness ---------- misc Reload +1 Slings are used to hurl stones or metal shots at your foes. |
Quiver | Ebonyknave the pouch of dwarven-steel shots (21/21, 30-36 power, 3 apr) Ebonyknave the pouch of dwarven-steel shots (21/21, 30-36 power, 3 apr)3.0 T3 shot ammo [Rare] Arcane Power 30.0 - 36.0 Physical Uses 124% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +20 blight +8 fire On Crit.r2 +4 darkness On Hit: * 20% chance to reduce damage dealt by 18% * Create an explosion dealing 23 lightning damage (1/turn) Shots are used with slings to pummel your foes to death. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Light source | Huragas Huragas2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.crit +3% Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | rough leather cap 'Flashpiercer' (0 def, 1 armour) rough leather cap 'Flashpiercer' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Dmg.mod +9% lightning +3% temporal ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal +7% cold ---------- misc Light +3 Breathe water A cap made of leather. |
On feet | pair of rough leather boots 'Hazeslice' (0 def, 1 armour) pair of rough leather boots 'Hazeslice' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Wil dps ---------- Dmg.mod +3% cold ----- def ----- Armour +1 Resists +6% fire +6% light +9% cold ---------- misc Infravis +2 See.Invis +6 A pair of boots 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 | steel ring of pilfering steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Aeralle the copper ring Aeralle the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Resists +12% acid +9% cold +3% light +6% temporal Die.at -80.00 life Max.HP +20.00 HP.reg +4.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | Silara Silara0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +2 Con +3 Mag ----- def ----- Resists +9% temporal Max.HP +40.00 Confus- +10% Pinning- +10% ---------- misc Light +1 Amulets make your neck look great! |
In main hand | Blindmaim Blindmaim4.0 T3 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +4 cold On Hit: * 10% chance to slow global speed by 48% * 20% chance to reduce damage dealt by 18% While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% cold Res.pen +5% darkness Acc +7 (+2 eff.) On Hit (Ranged): * 20% chance to reduce damage dealt by 18% Slings are used to hurl stones or metal shots at your foes. |
Around waist | Kheledor the rough leather belt Kheledor the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.crit +3.0% Spell.crit +2% Crit.mult +6.00% Phys.pwr +3 (+1 eff.) Dmg.mod +6% temporal ----- def ----- Resists +5% arcane Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
In off hand | Demonpall (0 def, 6 armour, 30-37 power, 87 block) Demonpall (0 def, 6 armour, 30-37 power, 87 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 30.5 - 36.6 Physical Uses 105% Wil Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +87 On Hit: * 10% chance to reduce armor by 20% While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Dmg.mod +9% mind ----- def ----- Armour +6 Fatigue +8% Resists +16% acid +3% darkness +6% fire +8% cold +7% lightning Mind.save +6 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Belilelaith the linen cloak (11 def, 0 armour) Belilelaith the linen cloak (11 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +11 (+3 eff.) Resists +3% lightning Die.at -20.00 life Max.HP +32.00 Poison- +20% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Xeribrewen (9 def, 6 armour) Xeribrewen (9 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: Stats +4 Str +2 Mag +1 Con dps ---------- Dmg.mod +9% acid ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +41.00 HP.reg +4.80 Heal.mod +13% ---------- misc Infravis +2 See.Invis +9 A suit of armour made of leather. |
Inventory
teleportation rune (range 46; cd 20) teleportation rune (range 46; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel ring 'Blindlady' steel ring 'Blindlady'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +25% mind Acc +10 (+3 eff.) Melee Ret 4 darkness ----- def ----- Resists +5% arcane +6% fire Spell.save +3 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Koryleg the ash vilestaff (15-18 power, 3 apr, darkness element) Koryleg the ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun +4 Str dps ---------- Spell.crit +9% Crit.mult +13.00% Spell.pwr +6 (+4 eff.) Dmg.mod +15% darkness +9% mind Res.pen +20% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of greater warding (15-18 power, 3 apr, acid element) ash vilestaff of greater warding (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% acid ----- def ----- Armour +6 Defense +6 (+2 eff.) ---------- misc Wards +3 acid Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's steel greatsword of shearing (22-36 power, 2 apr) plaguebringer's steel greatsword of shearing (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Arcane/Master Power 22.5 - 36.0 Physical Uses 126% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 10 While equipped: dps ---------- Res.pen +10% all Acc +12 (+3 eff.) Apr +10 ----- def ----- Disease- +24% Massive two-handed swords. |
steel mace of persecution (16-23 power, 3 apr) steel mace of persecution (16-23 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Disrupt Power 16.5 - 23.1 Physical Uses 105% Wil Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Against +7% Unnatural While equipped: Stats +2 Wil Blunt and deadly. |
steel mace of vileness (14-19 power, 3 apr) steel mace of vileness (14-19 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 105% Wil Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 10 Blunt and deadly. |
elemental steel dagger of massacre (18-24 power, 6 apr) elemental steel dagger of massacre (18-24 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 18.5 - 24.1 Physical Uses 103% Cun Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 21 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +7% cold Res.pen +12% cold Sharp, short and deadly. |
flaming dwarven-steel steamsaw of massacre (30-46 power, 0 apr) flaming dwarven-steel steamsaw of massacre (30-46 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Nature/Master/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 105% Wil Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 Uses 1.0 Steam When used to Attack: On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 3 fire ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- 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! |
flaming dwarven-steel steamsaw of resilience (22-32 power, 0 apr) flaming dwarven-steel steamsaw of resilience (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Nature/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 105% Wil Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam When used to Attack: On Hit.r1 +14 fire While equipped: dps ---------- Melee+ 7 fire Melee Ret 5 fire ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Max.HP +43.00 ---------- 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! |
Wrathroot's Barkwood (9 def, 10 armour, 26-36 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 26-36 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 25.5 - 35.7 Physical Uses 158% Wil Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
shimmering cashmere robe of alchemy (0 def, 0 armour) shimmering cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +11% acid +8% physical +10% fire +12% arcane +16% cold ----- def ----- Resists +10% acid +12% physical +12% fire +12% cold +11% all ---------- misc Max.mana +36.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel mail armour of the deep (3 def, 9 armour) dwarven-steel mail armour of the deep (3 def, 9 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
enlightening dwarven-steel mail armour of lightning resistance (3 def, 8 armour) enlightening dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% lightning Mind.save +13 (+6 eff.) A suit of armour made of mail. |
steel plate armour of the deep (0 def, 10 armour) steel plate armour of the deep (0 def, 10 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Nature While equipped: ----- def ----- Armour +10 Fatigue +22% Resists +8% acid +5% cold ---------- misc Breathe water A suit of armour made of metal plates. |
rejuvenating dwarven-steel plate armour of clarity (0 def, 11 armour) rejuvenating dwarven-steel plate armour of clarity (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Nature/Psionic While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +5% mind Mind.save +12 (+6 eff.) HP.reg +4.80 ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
stealthy pair of rough leather boots of disengagement (0 def, 1 armour) stealthy pair of rough leather boots of disengagement (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +7 Dex +3 Cun +6 Lck ----- def ----- Armour +1 Stealth +7 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 98% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
insulating pair of iron boots of speed (0 def, 3 armour) insulating pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted hardened leather gloves of strength (+3) (0 def, 2 armour) blighted hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 7 blight Dmg.mod +5% blight ----- def ----- Armour +2 Resists +7% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+9 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
4 agate 4 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. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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. |
5 aquamarine 5 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. |
6 opal 6 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
woodsman's dwarven-steel pickaxe (dig speed 32 turns) woodsman's dwarven-steel pickaxe (dig speed 32 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Skull of the Rat Lich Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+6 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
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 Shin the Cornac Adventurer level 17
38th Haze 122nd year of Ascendancy at 11:21 see stats
By Shin the Cornac Adventurer level 20
79th Haze 122nd year of Ascendancy at 03:53 see stats
By Shin the Cornac Adventurer level 10
31st Dusk 122nd year of Ascendancy at 09:38 see stats
By Shin the Cornac Adventurer level 20
77th Haze 122nd year of Ascendancy at 13:44 see stats
By Shin the Cornac Adventurer level 19
76th Haze 122nd year of Ascendancy at 16:42 see stats
By Shin the Cornac Adventurer level 8
3rd Summertide 122nd year of Ascendancy at 14:22 see stats
By Shin the Cornac Adventurer level 19
76th Haze 122nd year of Ascendancy at 21:44 see stats
By Shin the Cornac Adventurer level 20
79th Haze 122nd year of Ascendancy at 05:01 see stats
By Shin the Cornac Adventurer level 17
55th Haze 122nd year of Ascendancy at 21:57 see stats
Log
Shin picks up (n.): dwarven-steel mail armour of the deep (3 def, 9 armour).
Ran for 10 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the lake of Nur here (press '' or right click to use).
Ran for 56 turns (stop reason: at exit).
You gain 2.45 gold from the transmogrification of rogue's steel ring of power.
Shin deactivates Crippling Poison.
Shin activates Crippling Poison.
Shin deactivates Apply Poison.
Shin activates Apply Poison.
Shin deactivates Leeching Poison.
Shin activates Leeching Poison.
Shin deactivates Beyond the Flesh.
Shin activates Beyond the Flesh.