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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 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: 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. 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 Roguelike |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 6 / 94% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 6 on the 27th Voratun 122nd year of Ascendancy at 22:55 / 1 |
Primary Stats
Strength | 31 (base 27) |
Dexterity | 16 (base 18) |
Constitution | 15 (base 12) |
Magic | 8 (base 10) |
Willpower | 17 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -66/260 |
Stamina | 76/132 |
Healing Factor | 1.0460311219418 |
Regeneration | 41.383940063192 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 46 |
Accuracy | 24 |
Crit Chance | 2% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Nature | +5% |
Defense: Base
Armour (hardiness) | 31.960249488681 (100%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 32 |
Physical Save | 24 |
Spell Save | 21 |
Mental Save | 10 |
Defense: Resistances
Darkness | + 11%( 70%) |
Light | + 10%( 70%) |
Nature | + 10%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 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: 16 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: 14 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
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
detrimental effect | The target is on fire, taking 26.56 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target has 14 increased life regeneration. Recovery |
beneficial effect | The target's skin turns to stone, granting 9 armour, 20% armour hardiness, 13 physical save and 13 spell save. Dwarven Resilience |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
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 |
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 |
Equipment
On feet | [vs. pair of iron boots (0 def, 3 armour) (On feet)] pair of iron boots (0 def, 3 armour)pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 (-) Fatigue +2% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Around neck | [vs. starlit copper amulet (Around neck)] starlit copper amuletstarlit copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10%(-) light +11%(-) darkness Blind- +21% (-) Amulets make your neck look great! |
In main hand | [vs. flaming iron mace of massacre (18-26 power, 2 apr) (In main hand)] flaming iron mace of massacre (18-26 power, 2 apr)flaming iron mace of massacre (18-26 power, 2 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-) Crit +0.5% (-) Atk.spd 100% (-) On Hit.r1 +6(-) fire Blunt and deadly. |
On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4(-) Cun +4(-) Wil dps ---------- Mind.pwr +2 (+2 eff.) (-) Dmg.mod +5%(-) nature ----- def ----- Resists +10%(-) nature Poison- +20% (-) ---------- misc Masteries +0.20(-) Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Light source | [vs. brass lantern (Light source)] brass lanternbrass lantern 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. |
Main armor | [vs. rejuvenating iron plate armour of cold resistance (0 def, 7 armour) (Main armor)] rejuvenating iron plate armour of cold resistance (0 def, 7 armour)rejuvenating iron plate armour of cold resistance (0 def, 7 armour) 17.0 T1 massive armor Reqs Massive armour training Str 22 [Ego] Nature/Master While equipped: ----- def ----- Armour +7 (-) Fatigue +22% (-) Resists +15%(-) cold HP.reg +2.10 (-) ---------- misc Stam/turn +0.50 (-) A suit of armour made of metal plates. |
In off hand | [vs. iron shield (0 def, 2 armour, 9-11 power, 24 block) (In off hand)] iron shield (0 def, 2 armour, 9-11 power, 24 block)iron shield (0 def, 2 armour, 9-11 power, 24 block) 7.0 T1 shield armor Reqs Shield usage training Str 11 [Normal] When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% (-) Block +24 (-) While equipped: ----- def ----- Armour +2 (-) Fatigue +8% (-) ---------- misc Talents +1.00(-) Block Handheld deflection devices. |
Inventory
manasurge rune (regen 600% over 10 turns; mana 30; cd 14) manasurge rune (regen 600% over 10 turns; mana 30; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (0 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 113; dur 4; cd 15) shielding rune of the psychic (absorb 113; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 113 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 101; dur 3; cd 17) shielding rune of the psychic (absorb 101; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 101 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 147; dur 3; cd 16) shielding rune of the warrior (absorb 147; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 147 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
psionicist's steel ring of the mind (+12%) psionicist's steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Mind.save +6 (+6 eff.) Rings make your fingers look great! |
[vs. flaming iron mace of massacre (18-26 power, 2 apr) (In main hand)] Cobraworth the iron battleaxe (14-20 power, 1 apr)Cobraworth the iron battleaxe (14-20 power, 1 apr) 3.0 T1 battleaxe 2H weapon Reqs Str 11 [Rare] Psionic Power 13.5 - 20.2(-5.0 - -5.6) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 (-1) Crit +4.5% (+4.0%) Atk.spd 100% (-) Melee+ +9 darkness Against +7% Living On Hit.r1 +12 acid +0(-6) fire While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 11% ----- def ----- Resists +3% nature Massive two-handed battleaxes. |
[vs. flaming iron mace of massacre (18-26 power, 2 apr) (In main hand)] iron waraxe 'Bearion' (12-17 power, 2 apr)iron waraxe 'Bearion' (12-17 power, 2 apr) 3.0 T1 waraxe 1H weapon Reqs Str 11 [Rare] Master Power 12.0 - 16.8(-6.5 - -9.1) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 (-) Crit +3.5% (+3.0%) Atk.spd 100% (-) Melee+ +4 mind On Hit.r1 +0(-6) fire On Crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Dex +3 Con dps ---------- Phys.crit +6.0% One-handed war axes. |
[vs. flaming iron mace of massacre (18-26 power, 2 apr) (In main hand, 1 of 2)] balanced iron dagger (10-14 power, 5 apr)balanced iron dagger (10-14 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Master Power 10.5 - 13.7(-8.0 - -12.2) Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 (+3) Crit +4.0% (+3.5%) Atk.spd 100% (-) On Hit.r1 +0(-6) fire While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +23% Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. flaming iron mace of massacre (18-26 power, 2 apr) (In main hand, 1 of 2)] hateful iron dagger of massacre (16-21 power, 5 apr)hateful iron dagger of massacre (16-21 power, 5 apr) 1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Master/Psionic Power 16.5 - 21.4(-2.0 - -4.4) Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 (+3) Crit +4.0% (+3.5%) Atk.spd 100% (-) Melee+ +6 darkness Against +5% Living On Hit.r1 +0(-6) fire Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. flaming iron mace of massacre (18-26 power, 2 apr) (In main hand, 1 of 2)] acidic steel dagger of vileness (12-16 power, 6 apr)acidic steel dagger of vileness (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 12.0 - 15.6(-6.5 - -10.3) Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 (+4) Crit +5.0% (+4.5%) Atk.spd 100% (-) Melee+ +6 blight On Hit.r1 +0(-6) fire On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 On Crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. flaming iron mace of massacre (18-26 power, 2 apr) (In main hand)] elm longbowelm longbow 4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Apr +0 (-2) Crit +0.0% (-0.5%) Atk.spd 100% (-) Range +6 On Hit.r1 +0(-6) fire Longbows are used to shoot arrows at your foes. |
[vs. flaming iron mace of massacre (18-26 power, 2 apr) (In main hand)] Floeoozer the rough leather slingFloeoozer the rough leather sling 4.0 T1 sling 1H weapon Reqs Dex 11 Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Apr +0 (-2) Crit +0.0% (-0.5%) Atk.spd 100% (-) Range +6 Proj.spd +100% On Hit.r1 +0(-6) fire While equipped: Stats +2 Con dps ---------- Res.pen +10% cold ----- def ----- Resists +5% arcane ---------- misc Max.stam +10.00 Masteries +0.10 Wild-gift/Fungus Regenerate 70 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
pouch of iron shots (20/20, 14-17 power, 1 apr) pouch of iron shots (20/20, 14-17 power, 1 apr)3.0 T1 shot ammo Reqs Dex 11 [Normal] Power 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
[vs. rejuvenating iron plate armour of cold resistance (0 def, 7 armour) (Main armor)] Delukalthoran the Glacierking (3 def, 2 armour)Delukalthoran the Glacierking (3 def, 2 armour) 9.0 T1 light armor Reqs Str 10 [Rare] Disrupt While equipped: dps ---------- Res.pen +25% acid ----- def ----- Armour +2 (-5) Defense +3 (+3 eff.) Fatigue +6% (-16%) Resists +11% blight +6%(-9%) cold +11% nature HP.reg +0.00 (-2.10) ---------- misc Stam/turn +0.00 (-0.50) A suit of armour made of leather. |
[vs. rejuvenating iron plate armour of cold resistance (0 def, 7 armour) (Main armor)] cleansing cured leather armour of lightning resistance (6 def, 4 armour)cleansing cured leather armour of lightning resistance (6 def, 4 armour) 9.0 T2 light armor Reqs Str 14 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 (-3) Defense +6 (+6 eff.) Fatigue +7% (-15%) Resists +16% lightning +0%(-15%) cold +11% nature +10% blight HP.reg +0.00 (-2.10) ---------- misc Stam/turn +0.00 (-0.50) A suit of armour made of leather. |
[vs. rejuvenating iron plate armour of cold resistance (0 def, 7 armour) (Main armor)] cleansing steel mail armour of resilience (2 def, 6 armour)cleansing steel mail armour of resilience (2 def, 6 armour) 14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +6 (-1) Defense +2 (+2 eff.) Fatigue +12% (-10%) Resists +13% blight +0%(-15%) cold +10% nature Max.HP +22.00 HP.reg +0.00 (-2.10) ---------- misc Stam/turn +0.00 (-0.50) A suit of armour made of mail. |
Beradunabar (1 def, 0 armour) Beradunabar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) Resists +9% fire Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of iron boots (0 def, 3 armour) (On feet)] insulating pair of rough leather boots of tirelessness (0 def, 1 armour)insulating pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 (-2) Fatigue +0% (-2%) Resists +6% cold +5% fire ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
[vs. pair of iron boots (0 def, 3 armour) (On feet)] traveler's pair of iron boots of tirelessness (0 def, 3 armour)traveler's 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% (-4%) Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 Stam/turn +0.50 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isloldalewyn (0 def, 1 armour) Isloldalewyn (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +10% light +10% darkness +3% cold +3% mind +9% fire A cap made of leather. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour) rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
2 ametrine 2 ametrine0.0 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. |
2 zircon 2 zircon0.0 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. |
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 (1/1) Rod of Recall (1/1)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. |
Achievements
By Steve the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 03:37 see stats
Log
Steve is on fire!
Skeleton magus's Flame hits Steve for 80 fire damage.
Steve hits Skeleton magus for 24 physical damage.
Steve hits Arcane crystal for 22 physical damage.
Burning from Skeleton magus hits Steve for 27 fire damage.
Steve hits Skeleton magus for 6 fire damage.
Steve hits Arcane crystal for 50 physical, 6 fire (56 total damage).
Burning from Skeleton magus hits Steve for 27 fire damage.
Arcane crystal casts Elemental Bolt!
Skeleton magus misses Steve.
Steve hits Skeleton magus for 6 fire damage.
Steve hits Arcane crystal for 46 physical, 6 fire (52 total damage).
Steve is recovering from the damage!
Burning from Skeleton magus hits Steve for 27 fire damage.
Skeleton magus casts Flame.
Arcane crystal misses Steve.
Skeleton magus misses Steve.
Steve uses Resilience of the Dwarves.
Steve's skin turns to stone.
Steve uses Infusion: Regeneration.
Steve starts regenerating health quickly.
Skeleton magus's Flame hits Steve for 29 fire damage.
Arcane crystal's Elemental Bolt hits Steve for 57 nature damage.
Burning from Skeleton magus hits Steve for 29 fire damage.
Arcane crystal casts Elemental Bolt!
Arcane crystal is not stunned anymore.
Skeleton magus casts Manathrust.