Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Fortress Font of Sacrifice 1.7.4Adds an option to add the font of sacrifice to the Sher'tul fortress. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select your Escorts 1.7.0Allows 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 1.7.4Official 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:
Show randart egos 1.7.4Adds a toggle to hide all egos except for the randart ones for easier comparison between similar items. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Dwarf |
Class | Arcane Blade |
Level / Exp | 11 / 2% |
Size | medium |
Lifes / Deaths | Killed by Mayena the large brown snake at level 10 on the 3rd Acquisition 122nd year of Ascendancy at 14:36 3 / 2Killed by Evzboutz at level 11 on the 3rd Acquisition 122nd year of Ascendancy at 14:41 |
Primary Stats
Strength | 17 (base 13) |
Dexterity | 14 (base 10) |
Constitution | 18 (base 15) |
Magic | 31 (base 33) |
Willpower | 13 (base 10) |
Cunning | 22 (base 18) |
Resources
Life | 378/400 |
Mana | 169/175 |
Stamina | 154/158 |
Healing Factor | 1.2711363549267 |
Regeneration | 10.23264765716 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 22.531537443297 |
See Invisible | 22.531537443297 |
Offense: Mainhand
Damage | 14 |
Accuracy | 21 |
Crit Chance | 6% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Lightning | +13% |
Fire | +15% |
Darkness | +3% |
Offense: Damage Penetration
Lightning | +5% |
Fire | +10% |
Physical | +30% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 10 |
Physical Save | 20 |
Spell Save | 20 |
Mental Save | 20 |
Defense: Resistances
Lightning | + 5%( 70%) |
Cold | + 3%( 70%) |
Temporal | + 3%( 70%) |
Blight | + 6%( 70%) |
Mind | + 9%( 70%) |
Fire | + 36%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Pinning Resistance | 20% |
Knockback Resistance | 22% |
Disarm Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 |
Equipment
On feet | scholar's pair of iron boots of tirelessness (0 def, 3 armour) scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+2 eff.) defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Cyrasemira the brass lantern Cyrasemira the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Life +44.00 Healmod +10% Blind Resist +10% Stun Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Zerahir the iron helm (10 def, 3 armour) Zerahir the iron helm (10 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +6 Dex offense ------ Ignore resists +5% physical Ignore Armor +4 defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +5% Physical save +3 (+2 eff.) other ------- Max stamina +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Chargemaim the elm wand of clairvoyance [power 9] (13 cooldown) Chargemaim the elm wand of clairvoyance [power 9] (13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +5% lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 12 defense ------ Resistance +9% mind Reveal the area around you, dispelling darkness (radius 9, power 52 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn 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. |
On fingers | Erelobar the Frigidkin Erelobar the Frigidkin0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Critical power +5.00% Ignore resists +15% physical defense ------ Fatigue -5% Resistance +3% cold other ------- Encumbrance +21 Rings make your fingers look great! |
On fingers | Mardoromihek the Seartaint Mardoromihek the Seartaint0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% darkness +15% fire Ignore resists +5% fire When Hit 4 fire defense ------ Resistance +3% fire Life +22.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
Around waist | blurring rough leather belt of life blurring rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Defense +10 (+5 eff.) Stealth +6 Life Regen +0.80 Healmod +10% A belt that goes around your waist. |
In main hand | Brightbile (10-12 power, 2 apr, lightning element) Brightbile (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+2 eff.) Damage +10% lightning Ignore resists +5% fire defense ------ Crit Resistance 10.00% Mind save +3 (+1 eff.) Life Regen +4.00 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | storm iron gauntlets (0 def, 1 armour) storm iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 lightning Damage +3% lightning defense ------ Armor +1 Fatigue +1% Resistance +5% lightning 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. |
Main armor | Gossra (6 def, 4 armour) Gossra (6 def, 4 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: offense ------ When Hit 2 blight On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% blight +33% fire +3% temporal Life Regen +3.00 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
Cloak | enveloping linen cloak of protection (6 def, 0 armour) enveloping linen cloak of protection (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Glintwisp Glintwisp0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +3% physical Ignore resists +10% physical When Hit 6 acid 2 light other ------- Stamina/turn +1.00 Amulets make your neck look great! |
Inventory
Aledin Aledin0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +3% mind defense ------ Resistance +6% blight +3% mind +6% lightning other ------- Max hate +4.00 Amulets make your neck look great! |
hateful iron battleaxe (12-17 power, 1 apr) hateful iron battleaxe (12-17 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Psionic Weapon Damage 11.5 - 17.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +9 darkness Damage Against +9% Living Massive two-handed battleaxes. |
balanced iron dagger (9-12 power, 5 apr) balanced iron dagger (9-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Master Weapon Damage 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +22% Sharp, short and deadly. |
balanced steel dagger of massacre (20-26 power, 6 apr) balanced steel dagger of massacre (20-26 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+3 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +20% Sharp, short and deadly. |
iron greatsword (18-30 power, 1 apr) iron greatsword (18-30 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 18.5 - 29.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
hateful iron longsword of massacre (18-24 power, 2 apr) hateful iron longsword of massacre (18-24 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Master/Psionic Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 darkness Damage Against +5% Living Sharp, long, and deadly. |
potent elm magestaff (12-14 power, 2 apr, lightning element) potent elm magestaff (12-14 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +5 (+3 eff.) Damage +12% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
focusing linen robe of the mountain (+11%) (0 def, 0 armour) focusing linen robe of the mountain (+11%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Damage +11% physical defense ------ Resistance +7% all +11% physical other ------- Mana/turn +0.10 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Mayeta' (0 def, 0 armour) linen robe 'Mayeta' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +12% nature defense ------ Resistance +18% nature +7% all Life Regen +4.00 Healmod +20% Silence Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Voidlace (0 def, 3 armour) Voidlace (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +20% lightning When Hit 2 darkness defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +3% darkness other ------- Stamina/turn +0.40 Max stamina +10.00 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Elurin' (10 def, 3 armour) pair of iron boots 'Elurin' (10 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +2% Resistance +6% lightning +6% temporal +9% darkness +3% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Urekalthondil (0 def, 1 armour) Urekalthondil (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str +4 Cun +1 Wil offense ------ Physical Power +5 (+4 eff.) Ignore resists +5% mind defense ------ Armor +1 other ------- Hate-on-crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+2) (0 def, 1 armour) iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +10 (+5 eff.) defense ------ Armor +1 Fatigue +1% 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. |
insulating iron helm of strength (+2) (0 def, 3 armour) insulating iron helm of strength (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% Resistance +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable steel mail armour (2 def, 13 armour) impenetrable steel mail armour (2 def, 13 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: defense ------ Armor +13 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour 'Duskrip' (18 def, 2 armour) rough leather armour 'Duskrip' (18 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +1 Dex offense ------ Critical power +5.00% Damage +6% darkness defense ------ Armor +2 Defense +18 (+9 eff.) Fatigue +6% Resistance +15% lightning A suit of armour made of leather. |
rough leather armour of stability (3 def, 2 armour) rough leather armour of stability (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +5% physical Physical save +12 (+6 eff.) A suit of armour made of leather. |
exposing steel shield of fire resistance (+17%) (0 def, 4 armour, 36.5 block) exposing steel shield of fire resistance (+17%) (0 def, 4 armour, 36.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit (Melee): * 6% chance to reduce all saves and defense by 12 When Hit: * 11% chance to reduce all saves and defense by 12 defense ------ Armor +4 Fatigue +8% Resistance +17% fire other ------- Talents +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 23.5 block) iron shield (0 def, 2 armour, 23.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
2 agate 2 agate0.0 Encumbrance 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. |
2 spinel 2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
deadly pouch of iron shots of accuracy (16/16, 20-23 power, 1 apr) deadly pouch of iron shots of accuracy (16/16, 20-23 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Master Weapon Damage 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +1 Critical Rate +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
piercing iron torque of clear mind [power 1] (22 cooldown) piercing iron torque of clear mind [power 1] (22 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Evzboutz the Dwarf Arcane Blade level 10
2nd Acquisition 122nd year of Ascendancy at 13:39 see stats
By Evzboutz the Dwarf Arcane Blade level 6
28th Voratun 122nd year of Ascendancy at 23:24 see stats
By Evzboutz the Dwarf Arcane Blade level 11
3rd Acquisition 122nd year of Ascendancy at 14:41 see stats
Log
Golem (servant of Polirialle the skeleton mage) casts Rune: Shielding.
A shield forms around golem (servant of Polirialle the skeleton mage).
Golem (servant of Polirialle the skeleton mage) misses Evzboutz.
Mayena the large brown snake uses Slash.
Evzboutz has a cursed wound!
Mayena the large brown snake hits Evzboutz for 94 physical, 6 nature (100 total damage).
Melee retaliation hits Mayena the large brown snake for 2 acid, 2 fire, 1 light, 1 blight (6 total damage).
Polirialle the skeleton mage casts Manathrust.
Evzboutz is lost in despair!
Talent Lightning is ready to use.
Talent Command Staff is ready to use.
Talent Arcane Reconstruction is ready to use.
Polirialle the skeleton mage hits Evzboutz for 71 arcane damage.
Golem (servant of Polirialle the skeleton mage) misses Evzboutz.
Mayena the large brown snake uses Execution.
Mayena the large brown snake performs a melee critical strike against Evzboutz!
Mayena the large brown snake hits Evzboutz for 236 physical damage.
Melee retaliation hits Mayena the large brown snake for 3 acid, 2 fire, 1 light, 1 blight (7 total damage).
Evzboutz the level 10 dwarf arcane blade was crushed to death by Mayena the large brown snake 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.
Mayena the large brown snake killed Evzboutz!
Saving game...
Talent Infusion: Regeneration is ready to use.
Saving done.
Welcome to level 11 [Evzboutz].
Evzboutz has 3 stat point(s), 1 class talent point(s), 3 generic talent point(s), 1 category point(s) to spend. Press p to use them.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!