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 | Anorithil |
Level / Exp | 11 / 72% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 11 on the 15th Profit 122nd year of Ascendancy at 20:57 3 / 1 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 26 (base 23) |
Magic | 40 (base 36) |
Willpower | 18 (base 10) |
Cunning | 13 (base 13) |
Resources
Life | 361/361 |
Mana | 200/200 |
Negative | 80/80 |
Positive | 80/80 |
Healing Factor | 1.1316586254954 |
Regeneration | 0.28291465637386 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -58.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 7 |
See Invisible | 20 |
Offense: Mainhand
Damage | 18 |
Accuracy | 5 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Light | +10% |
Cold | +3% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Cold | +10% |
Fire | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 1 |
Physical Save | 22 |
Spell Save | 20 |
Mental Save | 20 |
Defense: Resistances
Acid | + 35%( 70%) |
Light | + 15%( 70%) |
Temporal | + 13%( 70%) |
Nature | + 13%( 70%) |
Lightning | + 19%( 70%) |
Mind | + 13%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Inscriptions (4/4)
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. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
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. | active |
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 | Flashstreaker the pair of rough leather boots (0 def, 1 armour) Flashstreaker the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Mindpower +5 (+2 eff.) Move Speed +25% Ignore resists +5% fire defense ------ Armor +1 other ------- Mana-on-crit +2.00 A pair of boots made of leather. |
Light source | Dawnburst the brass lantern Dawnburst the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Ignore resists +5% light When Hit 2 acid defense ------ Resistance +6% light +3% lightning Mind save +6 (+3 eff.) other ------- Light +5 See Stealth +7 See Invisibility +8 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 | rough leather cap of dexterity (+3) (0 def, 1 armour) rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Tool | elm wand of clairvoyance [power 9] (15 cooldown) elm wand of clairvoyance [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 57 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | psionicist's copper ring psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
Around waist | Bokydig Bokydig1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Mind Crit +1% Mindpower +10 (+5 eff.) defense ------ Resistance +3% acid Life +30.00 other ------- EQ when Hit +0.08 A belt that goes around your waist. |
In main hand | elm starstaff 'Frigidpunish' (10-12 power, 2 apr, light element) elm starstaff 'Frigidpunish' (10-12 power, 2 apr, light 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 +10.00% Spellpower +3 (+2 eff.) Damage +10% light Ignore resists +10% cold defense ------ Defense +10 (+6 eff.) Resistance +9% acid Physical save +3 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | rough leather gloves 'Jetstreaker' (0 def, 1 armour) rough leather gloves 'Jetstreaker' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +6 Str +1 Mag offense ------ Physical Power +5 (+3 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Armor +1 Resistance +6% mind other ------- See Invisibility +3 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. |
Main armor | linen robe of corrosion (+18%) (0 def, 0 armour) linen robe of corrosion (+18%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +12% acid defense ------ Resistance +18% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Frozenrain (7 def, 0 armour) Frozenrain (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Mag offense ------ Damage +3% cold defense ------ Defense +7 (+5 eff.) Resistance +3% light +6% temporal Physical save +6 (+3 eff.) other ------- See Invisibility +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Naturemaim Naturemaim0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% mind Ignore resists +15% nature defense ------ Resistance +10% lightning +6% nature Stun Resist +20% other ------- EQ when Hit +0.08 Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 94; cd 10) healing infusion of the titan (heal 94; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 94 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 24%; mental; dur 2; cd 10) wild infusion of the wizard (res 24%; mental; dur 2; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Crystal Shard (16-19 power, 4 apr, physical element) Crystal Shard (16-19 power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+7 eff.) Damage +18% arcane +18% blight defense ------ Resistance +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
elm magestaff of fate (10-12 power, 2 apr, arcane element) elm magestaff of fate (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane 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 +5% Spellpower +3 (+2 eff.) Damage +10% arcane defense ------ Physical save +5 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, fire element) elm vilestaff (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Normal] 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 +1% Spellpower +3 (+2 eff.) Damage +10% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tulorach (0 def, 5 armour) Tulorach (0 def, 5 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: defense ------ Armor +5 Fatigue +2% Unlife -20.00 life Life +80.00 Life Regen +2.00 Knockbk Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +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 'Cloudsorrow' (0 def, 3 armour) pair of iron boots 'Cloudsorrow' (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Damage +3% acid +15% arcane On-Hit (Melee): * 20% chance to reduce armor by 27% defense ------ Armor +3 Fatigue +2% Resistance +9% lightning +6% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Voronn' (0 def, 1 armour) pair of rough leather boots 'Voronn' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Mag +3 Wil +6 Cun offense ------ Critical power +5.00% Damage +6% mind defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) other ------- Hate-on-crit +4.00 A pair of boots made of leather. |
Betyba (1 def, 0 armour) Betyba (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spellpower/crit +2 Damage +21% arcane defense ------ Defense +1 (+1 eff.) Spell save +5 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max vim +30.00 A pointy cloth hat, very wizardly... |
Glorayatha the Coalthorn (0 def, 1 armour) Glorayatha the Coalthorn (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% darkness defense ------ Armor +1 Fatigue +1% Resistance +3% fire +9% darkness +9% cold other ------- Breathe water A cap made of leather. |
4 agate 4 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. |
Glada the iron pickaxe (dig speed 29 turns) Glada the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex offense ------ Physical Power +4 (+2 eff.) Move Speed +10% When Hit 2 mind defense ------ Resistance +3% lightning +6% temporal Teleport Resist +10% other ------- Psi when Hit +0.04 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ivyreda (dig speed 29 turns) Ivyreda (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex defense ------ Armor +8 Unlife -20.00 life other ------- Max stamina +30.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
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. |
bright brass lantern bright brass lantern2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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. |
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. |
evasive iron torque of psionic shield [power 23] (25 cooldown) evasive iron torque of psionic shield [power 23] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 105] (15 cooldown) iron torque of gale force [power 105] (15 cooldown)2.0 Encumbrance 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 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
4 ametrine 4 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. |
citrine 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 Genxitho the Dwarf Anorithil level 10
3rd Acquisition 122nd year of Ascendancy at 06:11 see stats
By Genxitho the Dwarf Anorithil level 6
29th Voratun 122nd year of Ascendancy at 00:46 see stats
Log
Mirror Image uses Taunt.
Mirror Image uses Taunt.
Mirror Image is on fire!
Skeleton mage's Flame hits Mirror Image for 23 fire damage.
The shield around Genxitho crumbles.
Talent Barrier is ready to use.
Talent Searing Light is ready to use.
Talent Twilight is ready to use.
Skeleton mage misses Mirror Image.
Burning from Skeleton mage hits Mirror Image for 8 fire damage.
Armoured skeleton warrior hits Mirror Image for 27 physical damage.
Genxitho casts Firebeam.
Genxitho hits Skeleton mage for 20 fire damage.
Talent Healing Light is ready to use.
Skeleton mage casts Manathrust.
Skeleton mage hits Genxitho for 69 arcane damage.
Skeleton mage hits Mirror Image for 69 arcane damage.
Skeleton mage hits Armoured skeleton warrior for 0 arcane damage.
Skeleton mage hits Mirror Image for 69 arcane damage.
Genxitho the level 11 dwarf anorithil was mana-torn to death by a skeleton mage on level 3 of Ruins of Kor'Pul.
Genxitho vanishes from sight.
You have 3 life(s) left.
Genxitho is no longer invisible.
Mirror Image stops burning.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Skeleton mage killed Genxitho!
Saving game...
Saving done.