Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: 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 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 | Female |
Race | Dwarf |
Class | Cursed |
Level / Exp | 18 / 82% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 18 on the 43rd Dearth 122nd year of Ascendancy at 21:30 5 / 1 |
Primary Stats
Strength | 44 (base 30) |
Dexterity | 17.340449927278 (base 10) |
Constitution | 20 (base 10) |
Magic | 13 (base 10) |
Willpower | 54.340449927278 (base 46) |
Cunning | 27.340449927278 (base 17) |
Resources
Life | -84/651 |
Hate | 100/100 |
Healing Factor | 1.1307613879394 |
Regeneration | 4.8057358987423 |
Speed
Mental | +28.652899805979% |
Attack | +28.652899805979% |
Movement | +114.52077929187% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Invisible | 10.340449927278 |
Offense: Mainhand
Damage | 50 |
Accuracy | 44 |
Crit Chance | 2% |
APR | 16 |
Speed | 0.78 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4.3333333333333 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 3% |
Speed | 0.77728523920417 |
Offense: Damage Bonus
Physical | +19% |
Nature | +12% |
Blight | +10% |
Arcane | +6% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Fire | +5% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 69.08934837382 (100%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 32 |
Physical Save | 34 |
Spell Save | 53 |
Mental Save | 48 |
Defense: Resistances
Blight | + 22%( 70%) |
Arcane | + 13%( 70%) |
Mind | -6%( 70%) |
All | + 3%( 70%) |
Lightning | + 9%( 70%) |
Physical | + 9%( 73%) |
Darkness | + 11%( 74%) |
Cold | + 48%( 70%) |
Fire | + 27%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 18% |
Instadeath Resistance | 100% |
Confusion Resistance | 6% |
Fear Resistance | 18% |
Knockback Resistance | 18% |
Poison Resistance | 22% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 238 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.42 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
talent | Repel |
talent | Gloom |
talent | Savage Hunter |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.2)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +12% off-hand weapon damage Power 2+: -3 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 52% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+35% chance to avoid traps). Power 2+: -3 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+9% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
detrimental effect | The target is under a malign influence. All resists have been lowered by 18%. Maligned |
detrimental effect | The target is disabled, reducing movement speed by 29% and accuracy by 8. Disable |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 17% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -3 Luck, +5 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 35 mind and 35 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 55 Mind damage, and deal 55 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +5 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | The target is rampaging! (+144% movement speed, +29% attack speed, +29% mind speed, +15% physical damage, +7 physical save, +7 mental save, 29/29 damage shrugged off this turn) Rampaging |
beneficial effect | Stalking Isoldann the sick cave bear. Bonus level 1: +8 accuracy, +6% melee damage, +0.50 hate/turn prey was hit. Stalking 151/538 +1 |
detrimental effect | Lylerin is fed upon by The Withering Thing. Fed Upon |
beneficial effect | The target's skin reacts to damage, granting 17 armour and 30% armour hardiness. Thorny Skin |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 |
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 |
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 within3 lumberjacks have died. | done |
Equipment
On feet | Frigidmortal (Madness) (0 def, 3 armour) Frigidmortal (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Con ----- def ----- Armour +3 Fatigue +2% Resists +10% cold +6% fire ---------- misc Infravis +3 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Morningzephyr' brass lantern 'Morningzephyr'2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Melee Ret 6 light On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 55% ----- def ----- Resists +3% all +3% cold Spell.save +6 (+2 eff.) ---------- 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. |
On head | rough leather cap 'Glyrianor' (Madness) (0 def, 3 armour) rough leather cap 'Glyrianor' (Madness) (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Con ----- def ----- Armour +3 Fatigue +1% Resists +2% physical +6% cold +6% fire Crit.chn- 10.00% Mind.save +3 (+1 eff.) Max.HP +40.00 Curse of Madness A cap made of leather. |
On hands | Vorovea the hardened leather gloves (Madness) (0 def, 9 armour) Vorovea the hardened leather gloves (Madness) (0 def, 9 armour)1.0 T2 hands armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 physical Dmg.mod +4% physical Acc +6 (+2 eff.) Apr +7 On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +9 Resists +7% blight +5% arcane Spell.save +40 (+12 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Nerebrevena the elm totem of thorny skin [power 17] (14/20 cooldown) Nerebrevena the elm totem of thorny skin [power 17] (14/20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Str +2 Dex +2 Mag ---------- misc Light +1 Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Muckripper the copper ring Muckripper the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% cold +6% arcane +12% nature Melee Ret 2 cold ----- def ----- Resists +5% arcane Mind.save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | treant's copper ring of pilfering treant's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +10% blight Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) Resists +5% nature +6% blight Poison- +12% Disease- +11% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 87% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! It was corrupted by the digestive sack. |
Around neck | Heatwedge the copper amulet Heatwedge the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +6 Str +2 Dex +3 Mag +2 Con dps ---------- Res.pen +5% fire ----- def ----- Crit.chn- 5.00% ---------- misc Masteries +0.12 Cursed/Slaughter Amulets make your neck look great! |
In main hand | Snowwake (Misfortune) (18-26 power, 2 apr) Snowwake (Misfortune) (18-26 power, 2 apr)3.0 T1 mace 1H weapon [Rare] 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% While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% Dmg.mod +3% cold Res.pen +5% mind ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Light +3 See.Invis +6 Curse of Misfortune Blunt and deadly. |
Around waist | Icemight the rough leather belt (Nightmares) Icemight the rough leather belt (Nightmares)1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +9 (+4 eff.) Resists +6% lightning +3% cold +3% nature Crit.chn- 10.00% Mind.save +9 (+3 eff.) Stealth +6 Poison- +10% Curse of Nightmares A belt that goes around your waist. |
In off hand | Coral Spray (Shrouds) (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (Shrouds) (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
Cloak | Rainstone the linen cloak (Misfortune) (1 def, 0 armour) Rainstone the linen cloak (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Acc +15 (+5 eff.) On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Resists +6% blight +9% cold +3% darkness Spell.save +12 (+4 eff.) Max.HP +44.00 ---------- misc Max.stam +11.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Chalirig the steel plate armour (Misfortune) (6 def, 12 armour) Chalirig the steel plate armour (Misfortune) (6 def, 12 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +12 Defense +6 (+3 eff.) Fatigue +22% Resists +3% fire Crit.chn- 10.00% Mind.save +12 (+4 eff.) Max.HP +50.00 HP.reg +4.00 Heal.mod +11% Blind- +20% ---------- misc Stam/turn +0.70 Curse of Misfortune A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
copper amulet of cunning (+3) copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
stabilizing copper amulet of dexterity (+2) stabilizing copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% temporal Pinning- +23% Knockbk- +20% Amulets make your neck look great! |
Giwyn the Smearcutter (Madness) (0 def, 3 armour) Giwyn the Smearcutter (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +9% mind On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Phys.save +3 (+2 eff.) Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gunorin the Ichorgore (Misfortune) (5 def, 1 armour) Gunorin the Ichorgore (Misfortune) (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex +4 Con +6 Lck dps ---------- Phys.crit +1.0% Dmg.mod +6% nature ----- def ----- Armour +1 Defense +5 (+2 eff.) Stealth +5 Curse of Misfortune A pair of boots made of leather. |
Ragygorn (Misfortune) (0 def, 1 armour) Ragygorn (Misfortune) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Dmg.mod +3% physical Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +21% ---------- misc Stam/turn +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Aladodil the iron helm (Shrouds) (0 def, 3 armour) Aladodil the iron helm (Shrouds) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/ret +0.90 Equi/ret +1.10 See.Invis +12 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Poromira the dwarven-steel mail armour (Shrouds) (3 def, 10 armour) Poromira the dwarven-steel mail armour (Shrouds) (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Phys.crit +1.0% ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +12% Resists +22% acid +7% cold +2% physical Die.at -20.00 life HP.reg +2.00 ---------- misc Stam/turn +0.80 Breathe water Curse of Shrouds A suit of armour made of mail. |
Smearrot the iron shield (Nightmares) (0 def, 2 armour, 8-10 power, 19.5 block) Smearrot the iron shield (Nightmares) (0 def, 2 armour, 8-10 power, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: Stats +3 Con dps ---------- Res.pen +10% darkness +15% nature ----- def ----- Armour +2 Fatigue +8% Resists +9% nature +3% darkness +11% mind ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
5 agate 5 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. |
102 alchemist agate 102 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 spinel 4 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. |
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. |
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. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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 Lylerin the Dwarf Cursed level 9
22nd Profit 122nd year of Ascendancy at 13:07 see stats
By Lylerin the Dwarf Cursed level 10
28th Profit 122nd year of Ascendancy at 11:11 see stats
By Lylerin the Dwarf Cursed level 5
18th Voratun 122nd year of Ascendancy at 14:28 see stats
By Lylerin the Dwarf Cursed level 6
2nd Acquisition 122nd year of Ascendancy at 05:30 see stats
By Lylerin the Dwarf Cursed level 16
32nd Dearth 122nd year of Ascendancy at 20:02 see stats
Log
Shadow casts Shadow Lightning.
Lylerin instinctively hardens her skin and ignores the attack!
Lylerin repels an attack from Shadow.
Shadow casts Shadow Lightning.
Melee retaliation hits Shadow for 0 arcane, 0 cold, 0 light (0 total damage).
Shadow hits Lylerin for (23 rampage shugs off), 65 lightning (65 total damage).
Shadow hits Lylerin for 86 lightning damage.
Gloomy brown bear is no longer weakened.
Isoldann the sick cave bear speeds up.
Isoldann the sick cave bear uses Blinding Powder.
Lylerin loses sight!
Lylerin is disabled.
Lylerin has shrugged off 29 damage and is ready for more.
Lylerin is not stunned anymore.
Talent Slash is ready to use.
LIFE LOST WARNING!
Isoldann the sick cave bear hits Lylerin for damage.
Something hits Something for damage.
Lylerin receives 15 healing from Unnatural Body.
Lylerin misses Something.
Something hits Lylerin for (29 rampage shugs off), 38 mind (38 total damage).
Something hits Lylerin for 5 darkness damage.
Lylerin uses Slash.
Lylerin misses Something.
Lylerin misses Something.
You feel your rampage slowing down. (-1 duration)
Lylerin repels an attack from Something.
Lylerin repels an attack from Something.