Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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:
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 Items Vault 1.7.6Donators/Buyers bonus! 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: 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 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. 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 Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 9 / 36% |
Size | medium |
Lifes / Deaths | Killed by thief at level 8 on the 79th Pyre 122nd year of Ascendancy at 23:48 0 / 5Killed by Gunsnake at level 8 on the 1st Mirth 122nd year of Ascendancy at 01:42 Killed by thief at level 9 on the 2nd Mirth 122nd year of Ascendancy at 00:18 Killed by cutpurse at level 9 on the 2nd Mirth 122nd year of Ascendancy at 02:08 Killed by Light at level 9 on the 2nd Mirth 122nd year of Ascendancy at 02:14 |
Primary Stats
Strength | 26 (base 26) |
Dexterity | 12 (base 12) |
Constitution | 12 (base 12) |
Magic | 30 (base 25) |
Willpower | 18 (base 12) |
Cunning | 21 (base 12) |
Resources
Mana | 188/188 |
Negative | 74/74 |
Vim | 140/140 |
Life | 267/267 |
Positive | 74/74 |
Stamina | 144/144 |
Healing Factor | 1.0191526171258 |
Regeneration | 0.25478815428144 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | -2.2204460492503E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
Offense: Mainhand
Damage | 41 |
Accuracy | 30 |
Crit Chance | 14% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +16% |
Light | +6% |
Darkness | +6% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Temporal | +20% |
Defense: Base
Armour (hardiness) | 19.335093952971 (47.857809501309%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 16 |
Physical Save | 19 |
Spell Save | 21 |
Mental Save | 29 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 5%( 70%) |
All | 0%( 70%) |
Lightning | + 31%( 70%) |
Light | + 16%( 70%) |
Temporal | + 3%( 70%) |
Darkness | + 17%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 10% |
Disarm Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 111 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
On feet | Ivinn (0 def, 5 armour) Ivinn (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Cun ----- def ----- Armour +5 Fatigue +2% Resists +3% blight +3% lightning ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Weepslicer the iron gauntlets (0 def, 1 armour) Weepslicer the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +5% lightning Res.pen +20% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +3% temporal +3% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Alasta the Serpentpulverizer (0 def, 5 armour) Alasta the Serpentpulverizer (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 6 nature 4 physical ----- def ----- Armour +5 Fatigue +5% Mind.save +15 (+7 eff.) ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Aerubeth the Dourtrail [power 116] (11/15 cooldown) Aerubeth the Dourtrail [power 116] (11/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Resists +6% blight Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
On fingers | mule's copper ring of tenacity mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +20.00 Disarm- +23% Pinning- +20% Knockbk- +22% ---------- misc Max.enc +20 Rings make your fingers look great! |
Around waist | nightruned rough leather belt of transcendence nightruned rough leather belt of transcendence1.0 T1 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% light +6% darkness Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Main armor | prismatic steel mail armour of acid resistance (2 def, 6 armour) prismatic steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +15% acid +10% light +11% darkness A suit of armour made of mail. |
In main hand | Gunyrach (18-27 power, 1 apr) Gunyrach (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 mind On Hit: * 16% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +2 Wil ----- def ----- Resists +6% nature Spell.save +6 (+3 eff.) Cut- +10% Massive two-handed mauls. |
Cloak | linen cloak 'Sunknave' (1 def, 0 armour) linen cloak 'Sunknave' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% light +6% mind ----- def ----- Defense +1 (+1 eff.) Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.04 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | brass lantern 'Ragaregokath' brass lantern 'Ragaregokath'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +1 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane Max.HP +40.00 ---------- 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. |
Inventory
acid wave rune of the titan (damage 74; dur 4; cd 21) acid wave rune of the titan (damage 74; dur 4; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 74.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Singelore (10-12 power, 2 apr, arcane element) Singelore (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Crit.mult +5.00% Spell.pwr +3 (+2 eff.) Dmg.mod +3% temporal +10% arcane +12% fire Acc +15 (+8 eff.) ----- def ----- Defense +6 (+6 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 63.75 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of fate (10-12 power, 2 apr, arcane element) elm magestaff of fate (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+2 eff.) Dmg.mod +10% arcane ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Salurin the Glintobsidian (16-25 power, 1 apr) Salurin the Glintobsidian (16-25 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 16.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: Stats +3 Cun +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Acc +9 (+5 eff.) Melee Ret 4 light ----- def ----- Defense +9 (+9 eff.) Disarm- +29% ---------- misc Infravis +3 Massive two-handed mauls. |
slime-covered iron greatmaul of erosion (20-29 power, 1 apr) slime-covered iron greatmaul of erosion (20-29 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Nature/Disrupt Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 nature On Hit: * 9% chance to slow global speed by 41% Massive two-handed mauls. |
iron mace (13-18 power, 2 apr) iron mace (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Alodir the Sepsissting (12-16 power, 2 apr) Alodir the Sepsissting (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 light Against +7% Undead On Hit: * 10% chance to reduce damage dealt by 13% While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% nature ----- def ----- Resists +5% arcane +3% nature One-handed war axes. |
iron dagger 'Layeminn' (14-19 power, 5 apr) iron dagger 'Layeminn' (14-19 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 14.5 - 18.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit.r1 +6 fire While equipped: Stats +1 Str ----- def ----- Resists +5% arcane Heal.mod +20% Sharp, short and deadly. |
balanced steel dagger of paradox (13-17 power, 6 apr) balanced steel dagger of paradox (13-17 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master 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% Melee+ +8 temporal While equipped: dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +7 (+7 eff.) Resists +5% temporal Disarm- +21% Sharp, short and deadly. |
mossy mindstar of balance (2-3 power, 12 apr, nature damage) mossy mindstar of balance (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.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.70 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. |
iron steamsaw of arcane resistance (+10%) (11-16 power, 0 apr) iron steamsaw of arcane resistance (+10%) (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Disrupt/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +8 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% Resists +10% arcane ---------- 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! |
reinforced steel steamsaw of cold resistance (+15%) (14-21 power, 0 apr) reinforced steel steamsaw of cold resistance (+15%) (14-21 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 14.0 - 21.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Defense +4 (+4 eff.) Fatigue +6% Resists +15% cold ---------- 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! |
Brightspawner Brightspawner4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 On Crit.r2 +16 light While equipped: dps ---------- Phys.crit +2.0% Acc +9 (+5 eff.) ----- def ----- Mind.save +3 (+1 eff.) HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% Longbows are used to shoot arrows at your foes. |
rough leather sling 'Fulehell' rough leather sling 'Fulehell'4.0 T1 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Phasing +20% Ranged+ +6 cold While equipped: dps ---------- Spell.crit +1% Spell.pwr +20 (+10 eff.) Dmg.mod +8% cold ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Slings are used to hurl stones or metal shots at your foes. |
flaming iron shield of fire resistance (+16%) (0 def, 2 armour, 22.5 block) flaming iron shield of fire resistance (+16%) (0 def, 2 armour, 22.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 2 fire ----- def ----- Armour +2 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
mindwoven linen robe of nature (+15%) (0 def, 0 armour) mindwoven linen robe of nature (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +15% nature +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing iron mail armour of acid resistance (2 def, 4 armour) cleansing iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% acid +11% nature +10% blight A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
rough leather belt rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Dagematovor the pair of rough leather boots (0 def, 2 armour) Dagematovor the pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Res.pen +15% mind ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
grounding pair of rough leather boots of rushing (0 def, 1 armour) grounding pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +1 Resists +6% lightning +6% temporal Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
miner's pair of iron boots of speed (0 def, 5 armour) miner's pair of iron boots of speed (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
3 agate 3 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 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
3 ametrine 3 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. |
3 citrine 3 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. |
zircon 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. |
brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
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. |
Magmanoon (dig speed 19 turns) Magmanoon (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% arcane Res.pen +20% fire Melee Ret 2 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Max.HP +21.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Light the Cornac Adventurer level 9
2nd Mirth 122nd year of Ascendancy at 00:18 see stats
By Light the Cornac Adventurer level 9
2nd Mirth 122nd year of Ascendancy at 02:14 see stats
Log
Melee retaliation hits Cutpurse for 5 nature, 4 physical, 5 nature, 4 physical (18 total damage).
Cutpurse hits Light for 41 physical, 18 physical (59 total damage).
Light misses Cutpurse.
Cutpurse uses Infusion: Wild.
Cutpurse lessens the pain.
Cutpurse performs a melee critical strike against Light!
Cutpurse's spell attains critical power!
Melee retaliation hits Cutpurse for 4 nature, 3 physical, 4 nature, 3 physical (14 total damage).
Cutpurse hits Light for 40 physical, 33 physical, 14 lightning (86 total damage).
Cutpurse regains their energy.
Light activates his Aerubeth the Dourtrail!
Light hits Light for 118 healing, 31 healing (0 total damage) [149 healing].
Melee retaliation hits Cutpurse for 4 nature, 3 physical, 4 nature, 3 physical (14 total damage).
Cutpurse hits Light for 48 physical, 24 physical, 9 lightning (81 total damage).
Cutpurse's aura of power vanishes.
Light misses Cutpurse.
Cutpurse performs a melee critical strike against Light!
Melee retaliation hits Cutpurse for 5 nature, 3 physical, 5 nature, 3 physical (16 total damage).
Cutpurse hits Light for 43 physical, 36 physical (79 total damage).
Light the level 9 cornac adventurer was tortured to death by a cutpurse on level 2 of Ruins of Kor'Pul.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Cutpurse killed Light!
Saving game...
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!