Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
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:
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. 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 Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Corrupted Skeleton 1.7.6A few changes to skelly I thought would make it actually interesting to pick for some classes as it previously was easily the worst race because it didn't cover any of the weaknesses or encourage any synergies with any class. These changes make Skeleton focused a lot more on being a tank, which its talents originally hinted at. The first talent now gives a massive amount of physical saves that scale with constitution. This replaces the duration reduction of the third talent. The duration reduction is largely a useless stat if you can't get it to 100% reduction as debuffs are either "I don't care about this" or "I want this gone immediately." Immunities have typically always been the go to. Most classes have their immunites or debuff clears as their third or final talent, so putting this as the first talent gives some incentive to use this over Shalore. Originally it was going to be full physical debuff immunity like with Spine of the World but after some deliberation I figured this was too good. I kind of like the saves here as a way to demonstrate just how much is needed to be good. The numbers for this are chosen that provided you put in significant investment, it should provide excellent returns such that it's the only source of physical save needed on difficulties of insane or lower. The third talent now gives you the Corruption/Bone tree. This here because I thought this would be fun, and thematic. I got a bit of feedback that people wanted a mobility tree on Skeleton, but honestly I feel like that removes one of the interesting weaknesses of the class, that you are forced to use blink rune for mobility. This drawback provides some interesting decisions in what to select for your race and I think it should remain to encourage strategic building. Also: Reassemble now scales with Constitution. Both Bone Armour and Reassemble's descriptions have been updated to fully detail the things they scale with. They previously did not mention that they scale with your max HP. Classes that would be good with this skelly rework: Classes without a lot of defenses, classes with a lot of mobility, classes with the Corruption/Bone tree, classes that don't need to focus on 3 non-Constitution stats. Update 1.2.0 Also I fixed a couple of bugs. Learning the Bone talents now correctly gives the Vim resource bar and puts them on your hotbar automatically. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
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 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: 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 Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. Visibly Distinct Subvaults 1.7.0Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Artificer |
Level / Exp | 7 / 46% |
Size | medium |
Lifes / Deaths | Killed by Mayudheth the gloomy white wolf at level 7 on the 77th Pyre 122nd year of Ascendancy at 15:53 / 1 |
Primary Stats
Strength | 22 (base 17) |
Dexterity | 11 (base 11) |
Constitution | 21 (base 16) |
Magic | 11 (base 11) |
Willpower | 11 (base 11) |
Cunning | 27 (base 24) |
Resources
Life | -15/217 |
Healing Factor | 1.1501140478704 |
Regeneration | 7.6601268534255 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 18 |
Accuracy | 26 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Cold | +11% |
Nature | +4% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 27 |
Physical Save | 17 |
Spell Save | 14 |
Mental Save | 20 |
Defense: Resistances
Nature | + 15%( 70%) |
Darkness | + 3%( 70%) |
Light | + 6%( 70%) |
Temporal | + 19%( 70%) |
Blight | + 11%( 70%) |
Cold | + 37%( 70%) |
Fire | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 21% |
Poison Resistance | 22% |
Blind Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 131 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
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 / Accessory crafting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Armorsmithing | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Imbuing | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Toolsmithing | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Weaponsmithing | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Blacksmith | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Inventory management | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one length of troll intestine. Kindly empty it before returning.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | 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 |
Equipment
Charm Bandolier 2 | elm wand of shielding (bandolier 2) [power 110] (10/17 cooldown) elm wand of shielding (bandolier 2) [power 110] (10/17 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts Talent Bandolier Slot 2 on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On feet | pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright brass lantern bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 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 | iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% Crafted by: Felarc A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Charm Bandolier 1 | elm wand of conjuration (bandolier 1) [power 100] (13 cooldown) elm wand of conjuration (bandolier 1) [power 100] (13 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 fire damage Puts Talent Bandolier Slot 1 on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Tool | iron torque of gale force [power 105] (4/13 cooldown) iron torque of gale force [power 105] (4/13 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of frost (+22%) copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
On fingers | rogue's copper ring of sensing rogue's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
Around neck | cleansing copper amulet cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +22% Disease- +20% Amulets make your neck look great! |
In main hand | arcing iron longsword of massacre of massacre (21-29 power, 2 apr) arcing iron longsword of massacre of massacre (21-29 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Crafted by: Felarc Sharp, long, and deadly. |
On hands | naturalist's iron gauntlets (0 def, 1 armour) naturalist's iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Fatigue +1% Resists +5% nature 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. |
In off hand | Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Nerabreth (1 def, 0 armour) Nerabreth (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +3% temporal +6% light +3% darkness Spell.save +5 (+5 eff.) Mind.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 | rejuvenating cured leather armour of temporal resistance (6 def, 4 armour) rejuvenating cured leather armour of temporal resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +16% temporal HP.reg +2.90 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Inventory
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 (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
elm totem of healing [power 110] (4/13 cooldown) elm totem of healing [power 110] (4/13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
acidic component (ammo) acidic component (ammo)0.0 Powered by arcane forces Modifies crafted object: Weapon combat: On crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Affinity: ammo Unique Ego Components can be used to enhance items being crafted! |
blazing component (ammo) blazing component (ammo)0.0 Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 8 - 33 fire Burst on crit (radius 2): 5 - 15 fire Affinity: ammo Components can be used to enhance items being crafted! |
self-loading component (ammo) self-loading component (ammo)0.0 Powered by arcane forces Modifies crafted object: Weapon combat: Turns elapse between self-loadings: 5 - 2 Affinity: ammo Components can be used to enhance items being crafted! |
component of mastery (amulet) component of mastery (amulet)0.0 Crafted by a master Modifies crafted object: Increases the mastery of a randomly chosen talent category by 0.10-0.40 Affinity: amulet Components can be used to enhance items being crafted! |
restful component (amulet) restful component (amulet)0.0 Crafted by a master Modifies crafted object: While equipped: Fatigue: -4% - -10% Life regen: +1.00 - +5.00 Affinity: amulet Components can be used to enhance items being crafted! |
2 component of fire resistance (body) 2 component of fire resistance (body)0.0 Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% fire Affinity: body Components can be used to enhance items being crafted! |
impenetrable component (body) impenetrable component (body)0.0 Crafted by a master Modifies crafted object: While equipped: Armour: +5 - +20 Affinity: body Components can be used to enhance items being crafted! |
evasive component (charm) evasive component (charm)0.0 Modifies crafted object: Extra effect(s) when activated: * gain a 10% - 40% chance to evade weapon attacks for 2 turns Affinity: charm Unique Ego Components can be used to enhance items being crafted! |
component of battle (cloak) component of battle (cloak)0.0 Crafted by a master Modifies crafted object: While equipped: Physical crit. chance: +1.0% - +5.0% Physical power: +1 - +5 Fatigue: -2% - -7% Affinity: cloak Components can be used to enhance items being crafted! |
resilient component (cloak) resilient component (cloak)0.0 Infused by nature Modifies crafted object: While equipped: Maximum life: +30.00 - +60.00 Affinity: cloak Components can be used to enhance items being crafted! |
component of strength (hands) component of strength (hands)0.0 Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +3 - +10 While equipped: Physical power: +5 - +20 Changes stats: * +2 - +6 Str Affinity: hands Components can be used to enhance items being crafted! |
component of darkness (hat) component of darkness (hat)0.0 Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +15% - +30% darkness Changes damage: * +10% - +20% darkness Affinity: hat Components can be used to enhance items being crafted! |
mindwoven component (hat) mindwoven component (hat)0.0 Infused by psionic forces Modifies crafted object: While equipped: Psi each turn: +0.10 - +0.40 Mindpower: +2 - +6 Mental crit. chance: +2% - +6% Affinity: hat Components can be used to enhance items being crafted! |
component of absorption (head) component of absorption (head)0.0 Infused by nature Modifies crafted object: While equipped: Stamina when hit: +0.70 - +3.00 Equilibrium when hit: +0.70 - +3.00 Affinity: head Components can be used to enhance items being crafted! |
balanced component (melee) balanced component (melee)0.0 Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Defense: +5 - +15 Disarm immunity: +20% - +50% Affinity: melee Components can be used to enhance items being crafted! |
thought-forged component (melee) thought-forged component (melee)0.0 Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 25 mind On hit: * 10 - 35% chance to reduce all saves and defense by 12 While equipped: Changes stats: * +1 - +7 Cun * +1 - +7 Wil Affinity: melee Components can be used to enhance items being crafted! |
component of clarity (ring) component of clarity (ring)0.0 Infused by psionic forces Modifies crafted object: While equipped: Mental save: +5 - +15 Confusion immunity: +20% - +50% Affinity: ring Components can be used to enhance items being crafted! |
mindwoven component (robes) mindwoven component (robes)0.0 Infused by psionic forces Modifies crafted object: While equipped: Mental save: +15 - +30 Mindpower: +2 - +6 Mental crit. chance: +2% - +6% Affinity: robes Components can be used to enhance items being crafted! |
slimy component (robes) slimy component (robes)0.0 Infused by arcane disrupting forces Modifies crafted object: While equipped: Effects when hit in melee: * 3 - 10% chance to slow global speed by 37% * 3 - 10 arcane resource burn Affinity: robes Components can be used to enhance items being crafted! |
component of fate (staff) component of fate (staff)0.0 Powered by arcane forces Modifies crafted object: While equipped: Physical save: +5 - +15 Spell save: +5 - +15 Mental save: +5 - +15 Spell crit. chance: +3% - +8% Affinity: staff Components can be used to enhance items being crafted! |
cruel component (staff) cruel component (staff)0.0 Crafted by a master Modifies crafted object: While equipped: Critical mult.: +10.00% - +20.00% Spell crit. chance: +5% - +15% Affinity: staff Components can be used to enhance items being crafted! |
component of conjuration (wand) component of conjuration (wand)0.0 Modifies crafted object: When activated: Fire a magical bolt dealing damage Puts all charms on cooldown for 15 turns Affinity: wand This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
Achievements
By Felarc the Cornac Artificer level 7
76th Pyre 122nd year of Ascendancy at 15:30 see stats
Log
Felarc is writhing in agony!
Felarc is stunned!
Yvugada the gloomy warg hits Felarc for (4 armor), 10 mind, (0 armor), 1 mind, (0 armor), 1 darkness, (0 armor), 0 mind, (0 armor), 1 darkness (13 total damage).
Talent Charm Bandolier is ready to use.
Talent Dig is ready to use.
Talent Craft Item is ready to use.
Agony from Mayudheth the gloomy white wolf hits Felarc for 1 mind damage.
Mayudheth the gloomy white wolf howls
Yvugada the gloomy warg howls
Felarc feels pain again.
Agony from Mayudheth the gloomy white wolf hits Felarc for 4 mind damage.
Mayudheth the gloomy white wolf hits Felarc for 18 physical damage.
Metaphysical Blows hits Felarc for 2 mind damage.
Felarc resists the Gesture of Pain.
Mayudheth the gloomy white wolf uses Far Strike.
Mayudheth the gloomy white wolf hits Felarc for 19 physical damage.
Metaphysical Blows hits Felarc for 2 mind damage.
Felarc overcomes the gloom
Agony from Mayudheth the gloomy white wolf hits Felarc for 7 mind damage.
Yvugada the gloomy warg hits Felarc for (4 armor), 9 mind, (0 armor), 1 mind, (1 armor), 1 darkness, (0 armor), 1 mind, (1 armor), 1 darkness (13 total damage).
Mayudheth the gloomy white wolf performs a melee critical strike against Felarc!
Mayudheth the gloomy white wolf hits Felarc for 27 physical damage.
Metaphysical Blows hits Felarc for 2 mind damage.
Felarc is not stunned anymore.
Talent Bandolier Slot 1 is ready to use.
Agony from Mayudheth the gloomy white wolf hits Felarc for 9 mind damage.
Felarc resists the Gesture of Pain.
Mayudheth the gloomy white wolf hits Felarc for 16 physical damage.
Felarc the level 7 cornac artificer was squished to death by Mayudheth the gloomy white wolf on level 2 of Heart of the Gloom.