










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. 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: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. 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 | Female |
Race | Cornac |
Class | Phoenix Knight |
Level / Exp | 11 / 76% |
Size | medium |
Lifes / Deaths | Killed by Ce'Navea the degenerated skeleton archer at level 11 on the 9th Mirth 122nd year of Ascendancy at 01:48 3 / 1 |
Primary Stats
Strength | 26 (base 24) |
Dexterity | 12 (base 10) |
Constitution | 11 (base 10) |
Magic | 36 (base 36) |
Willpower | 14 (base 12) |
Cunning | 14 (base 10) |
Resources
Life | 264/264 |
Essence | 100/100 |
Healing Factor | 1.0497162075846 |
Regeneration | 7.6104425049884 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 72 |
Accuracy | 40 |
Crit Chance | 14% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Acid | +6% |
Darkness | +9% |
Physical | +6% |
Mind | +9% |
Fire | +12% |
Offense: Damage Penetration
Blight | +5% |
Darkness | +5% |
Mind | +20% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 32 (66%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 26 |
Physical Save | 34 |
Spell Save | 30 |
Mental Save | 28 |
Defense: Resistances
Lightning | + 9%( 70%) |
Light | + 28%( 76%) |
Cold | + 5%( 66%) |
Physical | + 4%( 70%) |
Fire | + 61%( 76%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Bleed Resistance | 22% |
Instadeath Resistance | 100% |
Fear Resistance | 22% |
Stun Resistance | 10% |
Poison Resistance | 20% |
Blind Resistance | 11% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Spell / Wizard Knight | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Glory Rising | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Phoenix Ascendance | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Phoenix Burn | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Tactical Strikes | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Flexible Combat Training | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat Casting | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 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 |
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
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +3 Fatigue +2% Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 66% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +1% Melee+ 6 lightning Dmg.mod +3% lightning +9% mind ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +1% Resists +6% lightning Poison- +20% Unarmed combat: Power 11.0 - 15.4 Physical Uses 0% Dex, 0% Cun, 120% Mag 0% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +7 Defense +5 (+3 eff.) Fatigue +1% Phys.save +14 (+7 eff.) A cap made of leather. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Resists +9% cold Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +10% Stun/Frz- +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +12% fire +9% darkness Res.pen +5% darkness +5% nature On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Resists +24% fire Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% physical Melee Ret 2 acid ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +6% light Stealth +6 A belt that goes around your waist. |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Melee Ret 4 fire ----- def ----- Armour +7 Fatigue +22% Resists +15% fire ---------- misc Light +1 A suit of armour made of metal plates. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane/Psionic Power 40.0 - 64.0 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +3.5% Atk.spd 100% Phasing +17% Melee+ +7 mind On Hit: * 17% chance to reduce all saves and defense by 17 While equipped: Stats +2 Cun +2 Wil Massive two-handed swords. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% blight +20% mind Melee Ret 4 blight 6 lightning ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +6 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
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 597% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Mind.crit +3% Dmg.mod +10% temporal Res.pen +5% light ----- def ----- Resists +10% temporal Crit.dmg- 5.00% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness +3% temporal Res.pen +5% darkness ----- def ----- Resists +9% mind +9% temporal Max.HP +22.00 Disarm- +22% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 14.5 - 21.8 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 17.5 - 26.2 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 20 * 25% chance for lightning to strike from the target to a second target dealing 62 damage Massive two-handed mauls. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +2.5% Atk.spd 100% Phasing +11% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 62 damage Sharp, long, and deadly. |
![]() 3.0 T1 arrow ammo [Rare] Nature Power 16.5 - 23.1 Physical Uses 0% Str, 120% Mag, 0% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 16 Ranged+ +4 light +12 fire On Hit.r1 +12 light On Crit.r2 +20 light +9 fire On Hit: * 10% chance to reduce armor by 30% Arrows are used with bows to pierce your foes to death. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% lightning +9% darkness Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +3% lightning Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% lightning +10% cold +3% darkness +12% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% nature Res.pen +20% blight ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +3 See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue -3% Resists +9% mind Phys.save +5 (+3 eff.) Max.HP +20.00 Silence- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 acid Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Resists +5% acid Unarmed combat: Power 9.5 - 13.3 Physical Uses 0% Str, 0% Dex, 120% Mag 0% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +6% cold +6% fire A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Mag ----- def ----- Defense +1 (+1 eff.) Resists +1% physical Spell.save +5 (+2 eff.) ---------- misc Max.stam +20.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 T1 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +3% fire Phasing +10% Melee Ret 4 blight ----- def ----- Crit.dmg- 15.00% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +1 Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 55 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Gitei the Cornac Phoenix Knight level 10
5th Mirth 122nd year of Ascendancy at 03:09 see stats
By Gitei the Cornac Phoenix Knight level 3
76th Pyre 122nd year of Ascendancy at 07:05 see stats
Log
Gitei hits Isluba the cutpurse for 35 fire damage.
Gitei hits Ce'Navea the degenerated skeleton archer for 15 to psi, 20 fire, 15 to psi, 20 fire, 15 to psi, 20 fire (107 total damage).
Skeleton warrior misses Gitei.
Ce'Navea the degenerated skeleton archer is less vulnerable.
Ce'Navea the degenerated skeleton archer converts some damage to Psi!
Melee retaliation hits Ce'Navea the degenerated skeleton archer for 1 to psi, 1 acid, 2 to psi, 2 fire, 2 to psi, 3 lightning, 1 to psi, 2 blight (13 total damage).
Ce'Navea the degenerated skeleton archer's Beyond the Flesh hits Gitei for 14 physical, 5 nature, 13 physical (32 total damage).
Ce'Navea the degenerated skeleton archer uses Dream Smith's Hammer.
Ce'Navea the degenerated skeleton archer performs a melee critical strike against Gitei!
Ce'Navea the degenerated skeleton archer converts some damage to Psi!
Melee retaliation hits Ce'Navea the degenerated skeleton archer for 1 to psi, 1 acid, 2 to psi, 2 fire, 2 to psi, 3 lightning, 1 to psi, 2 blight (13 total damage).
Ce'Navea the degenerated skeleton archer hits Gitei for 37 physical, 13 physical (50 total damage).
Gitei speeds up.
Ce'Navea the degenerated skeleton archer deactivates Kinetic Aura.
Gitei is knocked back!
Ce'Navea the degenerated skeleton archer hits Gitei for 96 physical damage.
Gitei the level 11 cornac phoenix knight was battered to death by Ce'Navea the degenerated skeleton archer on level 1 of Ruins of Kor'Pul.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ce'Navea the degenerated skeleton archer killed Gitei!
Saving game...
Saving done.
Talent Wings of Battle is ready to use.
Talent Fires of Cleansing is ready to use.
Talent Solar Wave is ready to use.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.