Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Forbidden Cults 1.5.9Official 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.
Ignore Race/Class Locks 1.1.0Modifies 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: Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This 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 Ashes of Urh'Rok 1.5.0Official 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:
Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 16 / 79% |
Size | medium |
Lifes / Deaths | Killed by white wolf at level 6 on the 77th Pyre 122nd year of Ascendancy at 08:44 0 / 6Killed by Ce'Numina the grey mold at level 10 on the 20th Dusk 122nd year of Ascendancy at 20:58 Killed by snow giant boulder thrower at level 15 on the 46th Dusk 122nd year of Ascendancy at 20:19 Killed by Velytira the cold drake at level 16 on the 47th Dusk 122nd year of Ascendancy at 14:49 Killed by snow giant boulder thrower at level 16 on the 49th Dusk 122nd year of Ascendancy at 11:50 Killed by Rantha the Worm at level 16 on the 49th Dusk 122nd year of Ascendancy at 20:11 |
Primary Stats
Strength | 20 (base 11) |
Dexterity | 42 (base 36) |
Constitution | 15 (base 10) |
Magic | 10 (base 10) |
Willpower | 21 (base 19) |
Cunning | 39 (base 34) |
Resources
Life | -2/392 |
Stamina | 7/152 |
Healing Factor | 0.8336439888164 |
Regeneration | 0.54186859273066 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
ESP Range | 10 |
ESP Kinds | dragon, animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 59 |
Accuracy | 46 |
Crit Chance | 23% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 46 |
Crit Chance | 23% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2.5 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Nature | +12% |
Darkness | +12% |
Lightning | +6% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Fire | +20% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 10 (49.309173272933%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 31 |
Mental Save | 24 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 39%( 70%) |
Physical | + 18%( 70%) |
Cold | + 20%( 70%) |
All | + 14%( 70%) |
Lightning | + 51%( 70%) |
Temporal | + 19%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 21%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Teleport Resistance | 5% |
Poison Resistance | 26% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 139 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Artifice | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 0.80 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
talent | Trained Reactions |
talent | Apply Poison |
beneficial effect | You are focused on weaknesses you have found in your target's defences. Your melee attacks against Rantha the Worm deal +16.0 damage and have +23% resistance penetration. Exploiting Weaknesses |
detrimental effect | The more you use infusions, the longer they will take to recharge (+8 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 2.29 nature damage per turn and decreasing all heals received by 21%. Insidious Poison |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | Parrying melee and ranged attacks: Has a 51% chance to deflect up to 17 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
Quests
You failed to protect the injured seer from death by ritch flamespitter. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Psionic / Feedback (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved spell save by +4. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved spell save by +4. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved spell save by +4. | 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 |
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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Goruthad' (0 def, 1 armour) pair of rough leather boots 'Goruthad' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal +2% physical Teleport- +5% ---------- misc Telepathy Humanoid/Orc A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +4 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 | Shockwill the rough leather cap (0 def, 1 armour) Shockwill the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +1 Fatigue +1% Resists +3% physical Phys.save +3 (+2 eff.) HP.reg +0.40 ---------- misc Stam/turn +0.60 A cap made of leather. |
On hands | Kheleyon the Cinderbreacher (0 def, 2 armour) Kheleyon the Cinderbreacher (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +6% acid +15% lightning Poison- +5% Unarmed combat: Power 17.5 - 19.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 fire On Hit.r1 +16 fire On Crit.r2 +5 acid On Hit: 10% Acid Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Strikeroar (dig speed 29 turns) Strikeroar (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Cun dps ---------- Acc +4 (+1 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +15% lightning ---------- misc Infravis +3 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Mireorder Mireorder0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +12% nature +3% fire Res.pen +10% nature +20% fire On Hit (Melee): * Slows global speed by 15% Rings can have magical properties. |
On fingers | savior's steel ring of darkness (+24%) savior's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Phys.save +6 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +8 (+4 eff.) Rings can have magical properties. |
Around neck | cleansing copper amulet of willpower (+2) cleansing copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Wil ----- def ----- Resists +11% nature +11% blight Poison- +21% Disease- +20% Amulets can have magical properties. |
In main hand | manaburning dwarven-steel dagger of dampening (21-27.3 power, 7 apr) manaburning dwarven-steel dagger of dampening (21-27.3 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Disrupt Power 21.0 - 27.3 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 9 arcane resource burn While equipped: ----- def ----- Resists +8% acid +8% fire +7% cold +8% lightning Spell.save +7 (+4 eff.) Sharp, short and deadly. |
Around waist | noble's rough leather belt of unlife noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Resists +6% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | hateful dwarven-steel dagger of daylight (19-24.7 power, 7 apr) hateful dwarven-steel dagger of daylight (19-24.7 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Psionic Power 19.0 - 24.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 light +6 darkness Against +8% Undead +7% Living Sharp, short and deadly. |
Cloak | linen cloak 'Noonstake' (1 def, 0 armour) linen cloak 'Noonstake' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -6% ---------- misc Light +2 Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cleansing hardened leather armour of resilience (3 def, 6 armour) cleansing hardened leather armour of resilience (3 def, 6 armour)9.0 T3 light armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +12% nature +12% blight Max.HP +31.00 A suit of armour made of leather. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 150 for 5 turns) Rune of Reflection (absorb and reflect 150 for 5 turns)0.1 T3 rune scroll [Unique] 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 and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
rogue's steel ring rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
titan's copper ring titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings can have magical properties. |
treant's gold ring of lightning (+6%) treant's gold ring of lightning (+6%)0.1 T3 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +6% blight +10% nature +24% lightning Poison- +10% Disease- +13% Rings can have magical properties. |
wizard's steel ring wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings can have magical properties. |
steel battleaxe (18-27 power, 2 apr) steel battleaxe (18-27 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
acidic iron dagger of massacre (13-16.9 power, 5 apr) acidic iron dagger of massacre (13-16.9 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 13.0 - 16.9 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 acid On Crit: * splashes the target with acid Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger of purging (11.5-14.95 power, 6 apr) steel dagger of purging (11.5-14.95 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Disrupt Power 11.5 - 15.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 nature On Hit: * 25% chance to remove a magical effect Sharp, short and deadly. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)0.1 T2 greatsword 2H weapon Reqs Str 24 [Unique] Arcane/Master Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
balanced steel longsword (18-25.2 power, 3 apr) balanced steel longsword (18-25.2 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +25% Sharp, long, and deadly. |
cured leather sling of fire cured leather sling of fire4.0 T2 sling 1H weapon [Ego] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +9 fire While equipped: dps ---------- Dmg.mod +13% fire Slings are used to hurl stones or metal shots at your foes. |
insidious steel waraxe of persecution (12.5-17.5 power, 3 apr) insidious steel waraxe of persecution (12.5-17.5 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature/Disrupt Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 insidious poison Against +5% Unnatural While equipped: Stats +2 Wil One-handed war axes. |
steel waraxe (11.5-16.1 power, 3 apr) steel waraxe (11.5-16.1 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Elogavena the Fogwild Elogavena the Fogwild1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% fire +15% nature +6% cold A belt that goes around your waist. |
nightruned rough leather belt nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +5% light +6% darkness A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of uncanny dodging (2 def, 1 armour) pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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. |
prismatic steel mail armour (2 def, 6 armour) prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy Armour Training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +14% light +10% darkness A suit of armour made of mail. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
rough leather armour of fire resistance (1 def, 2 armour) rough leather armour of fire resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +15% fire A suit of armour made of leather. |
impenetrable steel plate armour of clarity (4 def, 14 armour) impenetrable steel plate armour of clarity (4 def, 14 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Ego] Master/Psionic While equipped: ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +22% Resists +6% mind Mind.save +10 (+5 eff.) A suit of armour made of metal plates. |
3 agate 3 agate0.0 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. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 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. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- misc Light +2 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 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 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 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. |
5 amethyst 5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Marderach the yew wand of firewall [power 169] (6 cooldown) Marderach the yew wand of firewall [power 169] (6 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Str +3 Con ----- def ----- Spell.save +3 (+2 eff.) Confus- +15% Stun/Frz- +15% ---------- misc Telepathy Dragon Creates a wall of flames lasting 4 turns (dealing 174 fire damage overall) Puts all charms on 6 cooldown 100% to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
Achievements
By HumanRg the Cornac Rogue level 8
2nd Flare 122nd year of Ascendancy at 19:23 see stats
By HumanRg the Cornac Rogue level 10
15th Dusk 122nd year of Ascendancy at 15:40 see stats
By HumanRg the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 14:36 see stats
Log
Rantha the Worm shrugs off the effect 'Deadly Poison'!
HumanRg hits Rantha the Worm for 62 physical, 8 arcane, 5 acid, 52 physical, 5 light, 6 darkness, 5 acid (143 total damage).
Rantha the Worm hits HumanRg for 16 cold, 16 cold (31 total damage).
Rantha the Worm misses HumanRg.
Talent Evasion is ready to use.
HumanRg receives 3 healing.
Belysedhemina the thief speeds up.
HumanRg uses Infusion: Wild.
HumanRg lessens the pain.
HumanRg performs a melee critical strike against Rantha the Worm!
Rantha the Worm shrugs off the effect 'Deadly Poison'!
HumanRg hits Rantha the Worm for 104 physical, 8 arcane, 5 acid, 51 physical, 5 light, 6 darkness, 5 acid (183 total damage).
Rantha the Worm hits HumanRg for 16 cold, 16 cold (32 total damage).
Umber hulk misses HumanRg.
HumanRg is poisoned!
Rantha the Worm hits HumanRg for 27 physical, 2 nature (28 total damage).
HumanRg receives 2 healing.
Insidious Poison from Rantha the Worm hits HumanRg for 2 nature damage.
HumanRg focuses on weaknesses in Rantha the Worm's defenses!
HumanRg tests the defenses of Rantha the Worm.
HumanRg performs a melee critical strike against Rantha the Worm!
HumanRg hits Rantha the Worm for 96 physical, 8 arcane, 5 acid, 50 physical, 5 light, 6 darkness, 5 acid (175 total damage).
Rantha the Worm hits HumanRg for 16 cold, 16 cold (32 total damage).
Umber hulk misses HumanRg.
Rantha the Worm casts Freeze.
HumanRg reacts to damage from Rantha the Worm, mitigating the blow!.
Saving game...