Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.3Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 12 / 81% |
Size | medium |
Lifes / Deaths | Killed by Saloda the brown bear at level 3 on the 76th Pyre 122nd year of Ascendancy at 16:26 0 / 5Killed by skeleton warrior at level 8 on the 2nd Mirth 122nd year of Ascendancy at 17:24 Killed by Layewyn the fire drake hatchling at level 12 on the 25th Dusk 122nd year of Ascendancy at 07:33 Killed by Layewyn the fire drake hatchling at level 12 on the 25th Dusk 122nd year of Ascendancy at 10:22 Killed by Yvymira the skeleton magus at level 12 on the 25th Dusk 122nd year of Ascendancy at 19:38 |
Primary Stats
Strength | 15 (base 11) |
Dexterity | 40 (base 37) |
Constitution | 10 (base 10) |
Magic | 14 (base 10) |
Willpower | 13 (base 10) |
Cunning | 37 (base 27) |
Resources
Life | -70/280 |
Stamina | 130/130 |
Healing Factor | 1.12 |
Regeneration | 69.944 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 43.020402716974 |
See Invisible | 43.020402716974 |
Offense: Mainhand
Damage | 53 |
Accuracy | 43 |
Crit Chance | 33% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 43 |
Crit Chance | 29% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 18% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 13 (57.811550151976%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 10 |
Mental Save | 25 |
Defense: Resistances
All | + 11%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 11% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 306 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 341% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 4/5 |
Effects
talent | Apply Poison |
talent | Numbing Poison |
talent | Lacerating Strikes |
beneficial effect | A flow of life spins around the target, regenerating 61.20 life per turn. Regeneration |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 5 Net Damage: 59 - 82 Accuracy: 58 (knife) APR: 6 Crit Chance: +28% Crit mult: 189% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
beneficial effect | The target is recovering 13 life each turn. Recovery |
beneficial effect | The target ignores pain, reducing all damage taken by 11%. Pain Suppression |
beneficial effect | Parrying melee and ranged attacks: Has a 27% chance to deflect up to 12 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
Quests
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | [vs. Amimadil the Radiancequell (0 def, 5 armour) (On feet)] Amimadil the Radiancequell (0 def, 5 armour)Amimadil the Radiancequell (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (-) Fatigue: +1% (-) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage (Melee): 0(-15) item darkness numbing Damage when hit (Melee): 16(-) darkness / 4(-) light Changes resistances: +3%(-) light Changes resistances penetration: +5%(-) darkness Changes damage: +3%(-) light Infravision radius: +2 (-) A pair of boots made of leather. |
Light source | [vs. brass lantern 'Airwild' (Light source)] brass lantern 'Airwild'brass lantern 'Airwild' Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 0(-30) item lightning daze Damage when hit (Melee): 4(-) lightning / 11(-) fire Changes resistances: +6%(-) mind / +6%(-) fire Changes damage: +3%(-) mind / +9%(-) lightning Light radius: +2 (-) 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 | [vs. Glintspike (0 def, 3 armour) (On head)] Glintspike (0 def, 3 armour)Glintspike (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Effects on melee hit: * 15% chance to daze at end of turn * 30% chance to blind Damage (Melee): 0(-30) item light blind / 0(-15) item lightning daze Damage when hit (Melee): 20(-) light Physical save: +10 (+5 eff.) (-) Light radius: +3 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | [vs. Betyldavea (0 def, 1 armour) (On hands)] Betyldavea (0 def, 1 armour)Betyldavea (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Armour: +1 (-) Damage when hit (Melee): 12(-) acid Changes resistances penetration: +25%(-) acid Changes damage: +3%(-) acid Physical save: +5 (+3 eff.) (-) Mental save: +6 (+3 eff.) (-) Disarm immunity: +20% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | [vs. bloodhexed iron pickaxe (dig speed 29 turns) (Tool)] bloodhexed iron pickaxe (dig speed 29 turns)bloodhexed iron pickaxe (dig speed 29 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +6.0% (-) Changes stats: +4(-) Str / +3(-) Wil Mental crit. chance: +7% (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | [vs. rogue's copper ring of fire (+22%) (On fingers, 1 of 2)] rogue's copper ring of fire (+22%)rogue's copper ring of fire (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) (-) Changes stats: +3(-) Cun Changes resistances: +22%(-) fire Changes damage: +11%(-) fire Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. rogue's copper ring of fire (+22%) (On fingers, 1 of 2)] copper ring of claritycopper ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Changes stats: +0(-3) Cun Changes resistances: +0%(-22%) fire Changes damage: +0%(-11%) fire Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. Withering Orbs (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+3 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | [vs. Umbral Razor (25-32.5 power, 10 apr) (In main hand, 1 of 3)] Umbral Razor (25-32.5 power, 10 apr)Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Cun, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-) Crit. chance: +9.0% (-) Attack speed: 100% (-) Damage conversion: 50%(-) darkness When wielded/worn: Changes stats: +4(-) Cun / +4(-) Mag Changes resistances: +10%(-) darkness Changes resistances penetration: +10%(-) darkness Changes damage: +5%(-) darkness Stealth bonus: +10 (-) It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 58.89 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
Around waist | [vs. nightruned rough leather belt of burglary (Around waist)] nightruned rough leather belt of burglarynightruned rough leather belt of burglary Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Dex / +3(-) Cun / +5(-) Lck Changes resistances: +6%(-) light / +6%(-) darkness Trap disarming bonus: +5 (-) Stealth bonus: +5 (-) Infravision radius: +4 (-) A belt that goes around your waist. |
In off hand | [vs. Umbral Razor (25-32.5 power, 10 apr) (In main hand, 1 of 3)] flaming steel dagger of phasing (13-16.9 power, 10 apr)flaming steel dagger of phasing (13-16.9 power, 10 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9(-12.0 - -15.6) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-) Crit. chance: +5.0% (-4.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +13% Burst (radius 1) on hit: +6 fire Damage conversion: 0%(-50%) darkness When wielded/worn: Changes stats: +0(-4) Cun / +0(-4) Mag Changes resistances: +0%(-10%) darkness Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-5%) darkness Stealth bonus: +0 (-10) Sharp, short and deadly. Tap to cycle through comparison choices |
Cloak | [vs. Elimiwen the Glarecrack (6 def, 0 armour) (Cloak)] Elimiwen the Glarecrack (6 def, 0 armour)Elimiwen the Glarecrack (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) (-) Effects on melee hit: * 15% chance to blind Damage (Melee): 0(-15) item light blind Damage when hit (Melee): 8(-) temporal Changes resistances penetration: +5%(-) temporal Changes damage: +15%(-) light Physical save: +6 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. cured leather armour of Eyal (2 def, 4 armour) (Main armor)] cured leather armour of Eyal (2 def, 4 armour)cured leather armour of Eyal (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +7% (-) Life regen: +1.00 (-) Maximum life: +40.00 (-) Healing mod.: +12% (-) A suit of armour made of leather. |
Inventory
[vs. rogue's copper ring of fire (+22%) (On fingers, 1 of 2)] titan's copper ring of frost (+22%)titan's copper ring of frost (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Changes stats: +0(-3) Cun / +2 Con Changes resistances: +0%(-22%) fire / +22% cold Changes damage: +0%(-11%) fire / +11% cold Physical save: +4 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Umbral Razor (25-32.5 power, 10 apr) (In main hand, 1 of 2)] elm magestaff of illumination (10-12 power, 2 apr, lightning element)This item will automatically be transmogrified when you leave the level. elm magestaff of illumination (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-15.0 - -20.5) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-8) Crit. chance: +2.5% (-6.5%) Attack speed: 100% (-) Damage conversion: 0%(-50%) darkness When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 6% chance to blind Changes stats: +0(-4) Cun / +0(-4) Mag Changes resistances: +0%(-10%) darkness Changes resistances penetration: +0%(-10%) darkness Changes damage: +10% lightning / +0%(-5%) darkness Talent granted: +1 Command Staff Stealth bonus: +0 (-10) Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 40.13 light damage. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Umbral Razor (25-32.5 power, 10 apr) (In main hand, 1 of 2)] Sulfurpeal (16.5-23.1 power, 8 apr)This item will automatically be transmogrified when you leave the level. Sulfurpeal (16.5-23.1 power, 8 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1(-8.5 - -9.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 (-2) Crit. chance: +3.0% (-6.0%) Attack speed: 100% (-) On weapon crit: + cripple the target Damage Shield penetration (this weapon only): +23% Damage (Melee): +12 acid / +7 cold Damage conversion: 0%(-50%) darkness When wielded/worn: Physical crit. chance: +6.0% Changes stats: +0(-4) Cun / +0(-4) Mag Changes resistances: +3% acid / +0%(-10%) darkness Changes resistances penetration: +15% nature / +0%(-10%) darkness Changes damage: +0%(-5%) darkness Stealth bonus: +0 (-10) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. Umbral Razor (25-32.5 power, 10 apr) (In main hand, 1 of 2)] Skullcleaver (20-28 power, 4 apr)Skullcleaver (20-28 power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0(-5.0 - -4.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-6) Crit. chance: +12.0% (+3.0%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight / 0%(-50%) darkness When wielded/worn: Changes stats: +0(-4) Cun / +0(-4) Mag Changes resistances: +0%(-10%) darkness Changes resistances penetration: +0%(-10%) darkness Changes damage: +8% blight / +0%(-5%) darkness Stealth bonus: +0 (-10) A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. Tap to cycle through comparison choices |
[vs. cured leather armour of Eyal (2 def, 4 armour) (Main armor)] spellwoven woollen robe of the mind (+11%) (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. spellwoven woollen robe of the mind (+11%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +0% (-7%) Changes resistances: +11% mind Changes damage: +11% mind Spell save: +16 (+13 eff.) Life regen: +0.00 (-1.00) Maximum life: +0.00 (-40.00) Spellpower: +2 (+2 eff.) Spell crit. chance: +3% Healing mod.: +0% (-12%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. cured leather armour of Eyal (2 def, 4 armour) (Main armor)] iron mail armour of fire resistance (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. iron mail armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +12% (+5%) Changes resistances: +17% fire Life regen: +0.00 (-1.00) Maximum life: +0.00 (-40.00) Healing mod.: +0% (-12%) A suit of armour made of mail. |
[vs. Betyldavea (0 def, 1 armour) (On hands)] iron gauntlets (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. iron gauntlets (0 def, 1 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +1 (-) Damage when hit (Melee): 0(-12) acid Changes resistances penetration: +0%(-25%) acid Changes damage: +0%(-3%) acid Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-20%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Glintspike (0 def, 3 armour) (On head)] stabilizing linen wizard hat (1 def, 0 armour)This item will automatically be transmogrified when you leave the level. stabilizing linen wizard hat (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Damage (Melee): 0(-30) item light blind / 0(-15) item lightning daze Damage when hit (Melee): 0(-20) light Changes stats: +3 Wil Physical save: +6 (+3 eff.) (-4 (-2 eff.)) Light radius: +0 (-3) A pointy cloth hat, very wizardly... |
[vs. Glintspike (0 def, 3 armour) (On head)] Emutta (1 def, 6 armour)This item will automatically be transmogrified when you leave the level. Emutta (1 def, 6 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +2.0% Armour: +6 (+3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Damage (Melee): 0(-30) item light blind / 0(-15) item lightning daze Damage when hit (Melee): 0(-20) light Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Blindness immunity: +5% Equilibrium when hit: +1.00 Psi when hit: +1.00 Hate when hit: +0.90 Light radius: +0 (-3) Healing mod.: +10% A pointy cloth hat, very wizardly... |
[vs. Glintspike (0 def, 3 armour) (On head)] rough leather cap of strength (+2) (0 def, 1 armour)rough leather cap of strength (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Damage (Melee): 0(-30) item light blind / 0(-15) item lightning daze Damage when hit (Melee): 0(-20) light Changes stats: +2 Str Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Light radius: +0 (-3) A cap made of leather. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. pouch of iron shots (12/12, 14.5-17.4 power, 1 apr) (Second weapon set: Quiver)] 42 alchemist agate42 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-1) Crit. chance: +0.0% (-4.0%) Capacity: 0 (-12) When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. brass lantern 'Airwild' (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 0(-30) item lightning daze Damage when hit (Melee): 0(-4) lightning / 0(-11) fire Changes resistances: +0%(-6%) fire / +30% light / +0%(-6%) mind Changes damage: +0%(-9%) lightning / +10% light / +0%(-3%) mind Light radius: +4 (+2) Healing mod.: +10% It can be used to call light (56 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. bloodhexed iron pickaxe (dig speed 29 turns) (Tool)] iron pickaxe of endurance (dig speed 36 turns)iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Fatigue: -4% Changes stats: +2(-2) Str / +0(-3) Wil Mental crit. chance: +0% (-7%) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 PANTS the Cornac Rogue level 10
9th Dusk 122nd year of Ascendancy at 23:02 see stats
By PANTS the Cornac Rogue level 10
1st Summertide 122nd year of Ascendancy at 14:13 see stats
By PANTS the Cornac Rogue level 10
1st Summertide 122nd year of Ascendancy at 17:16 see stats
Log
PANTS uses Throwing Knives.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 14 turns (stop reason: hostile spotted to the north (Yvymira the skeleton magus)).
Yvymira the skeleton magus casts Glacial Vapour.
Yvymira the skeleton magus's glacial vapour area effect hits PANTS for 16 cold damage.
Yvymira the skeleton magus's glacial vapour area effect hits PANTS for 16 cold damage.
Resting starts...
Rested for 11 turns (stop reason: all resources and life at maximum).
Yvymira the skeleton magus casts Manathrust.
Yvymira the skeleton magus's spell attains critical power!
Ran for 2 turns (stop reason: taken damage).
PANTS is recovering from the damage!
Yvymira the skeleton magus hits PANTS for 244 arcane damage.
PANTS receives 15 healing.
PANTS uses Infusion: Wild.
PANTS lessens the pain.
PANTS uses Infusion: Regeneration.
PANTS starts regenerating health quickly.
PANTS deactivates Stealth.
Yvymira the skeleton magus casts Lightning.
Saving game...