Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | "Save" Talent/Stat Points 1.7.0A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ashes of Urh'Rok 1.7.0Official 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:
astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.7.0Official 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:
Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Visible Cloud Caller 1.7.0Adds a display effect to Cloud Caller's storm effect, similar to the Thunderstorm spell. Items Vault 1.7.0Donators/Buyers bonus! Barbarian Evolution for Berserker 1.6.7Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Automatic Talent Gambits 1.7.1Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Worm that Walks as Fast as You 1.7.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Herald of the Herald 1.7.0Adds a display particle for the Nihil effect from the Forbidden Cults DLC, indicating the number of detrimental magical effects that have been applied since Nihil was gained and thus progress toward summoning a Herald of Oblivion. Also available as part of the ZOmnibus Addon Pack. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Forbidden Cults 1.7.0Official 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 | Nightmare Adventure |
Sex | Male |
Race | Shalore |
Class | Stargazer |
Level / Exp | 10 / 40% |
Size | medium |
Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 15:09 2 / 2Killed by skeleton master archer at level 6 on the 78th Pyre 122nd year of Ascendancy at 04:32 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 22 (base 13) |
Magic | 41 (base 33) |
Willpower | 20 (base 13) |
Cunning | 20 (base 17) |
Resources
Mana | 64/104 |
Negative | 77/77 |
Life | 385/385 |
Positive | 37/37 |
Paradox | 300 |
Healing Factor | 1.1024166372473 |
Regeneration | 0.27560415931182 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.5296715393194% |
Spell | +7.8351075274731% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 7 |
See Invisible | 7 |
Offense: Mainhand
Damage | 19 |
Accuracy | 11 |
Crit Chance | 9% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 22% |
Speed | 0.92734177479744 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Physical | +15% |
Light | +11% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 15 (75%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 22 |
Mental Save | 24 |
Defense: Resistances
Darkness | + 18%( 70%) |
Lightning | + 12%( 70%) |
Light | + 31%( 70%) |
Temporal | + 20%( 70%) |
Nature | + 16%( 70%) |
Physical | + 12%( 70%) |
Cold | + 30%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Pinning Resistance | 22% |
Knockback Resistance | 23% |
Disarm Resistance | 42% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 305 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Sol | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Cosmic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Reflection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Energies | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Chronomancy / Energy | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Solar Wind |
talent | Energy Decomposition |
talent | Premonition |
talent | Chant of Fortress |
talent | Gravity Locus |
beneficial effect | Your movement speed is increased by 5%. Your casting speed is increased by 8%. Celestial Acceleration |
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. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | 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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 |
Equipment
On feet | grounding pair of rough leather boots of tirelessness (0 def, 1 armour) grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +1 Resistance +5% lightning +5% temporal other ------- Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
Light source | brass lantern 'Loryhek' brass lantern 'Loryhek'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Cun +3 Mag defense ------ Crit Resistance 5.00% Mind save +8 (+4 eff.) Life +60.00 other ------- Light +3 See Stealth +7 See Invis +7 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 | mindwoven linen wizard hat of light (+16%) (1 def, 0 armour) mindwoven linen wizard hat of light (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +11% light defense ------ Defense +1 (+1 eff.) Resistance +16% light other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Tool | iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.38 cold and 11.38 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | copper ring of tenacity copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +23.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +23% Rings make your fingers look great! |
Around waist | Prismmalice the rough leather belt Prismmalice the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +5% light defense ------ Resistance +9% temporal Spell save +3 (+1 eff.) Life +31.00 Stun Resist +10% A belt that goes around your waist. |
In main hand | cruel ash starstaff of might (111% power, 3 apr, physical element) cruel ash starstaff of might (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +12.00% Spellpower +6 (+3 eff.) Damage +15% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | steady hardened leather gloves of strength (+3) (0 def, 2 armour) steady hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +7 (+4 eff.) Accuracy +6 (+4 eff.) defense ------ Armor +2 Physical save +5 (+3 eff.) Mind save +7 (+4 eff.) Disarm Resist +20% 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 | Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+2 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion 1 Effective talent level: 1.0 Use mode: Activated Stamina cost: 25 Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 10% chance to evade melee and ranged attacks and 3 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. This set of robes seems to shine with metallic colors. |
Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Amurath Amurath0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +5% temporal Ignore Armor +2 defense ------ Resistance +10% light +12% darkness Unlife -60.00 life Blind Resist +23% other ------- Max stamina +10.00 Amulets make your neck look great! |
Inventory
heroism infusion of the warrior (die at -160; dur 5; cd 25) heroism infusion of the warrior (die at -160; dur 5; cd 25)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -160 life. The duration and life will increase by 1% for every 1% life you have lost (currently 160 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 98; 17 cd) regeneration infusion of the duelist (heal 98; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 98 life over 5 turns. Its effects scale with your Dexterity 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 duelist (res 18%; physical; dur 2; cd 12) wild infusion of the duelist (res 18%; physical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 3; phase 12; cd 18) blink rune of the duelist (range 3; phase 12; cd 18)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 18 Usage Speed: Spell (93% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 3; phase 11; cd 20) blink rune of the duelist (range 3; phase 11; cd 20)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 20 Usage Speed: Spell (93% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing steel amulet of dexterity (+2) cleansing steel amulet of dexterity (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Dex defense ------ Resistance +10% nature +10% blight Poison Resist +20% Disease Resist +23% Amulets make your neck look great! |
restful copper amulet of magic (+2) restful copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
warrior's steel amulet of magic (+2) warrior's steel amulet of magic (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
marksman's copper ring of aether (+10%) marksman's copper ring of aether (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Damage +10% arcane Accuracy +6 (+4 eff.) defense ------ Resistance +10% arcane Rings make your fingers look great! |
marksman's steel ring of arcana (+0.10/turn) marksman's steel ring of arcana (+0.10/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+4 eff.) defense ------ Silence Resist +24% other ------- Mana/turn +0.10 Rings make your fingers look great! |
mule's copper ring of arcana (+0.10/turn) mule's copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Silence Resist +20% other ------- Encumbrance +20 Mana/turn +0.10 Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of lightning (+20%) warrior's steel ring of lightning (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +10% lightning defense ------ Armor +4 Resistance +20% lightning Rings make your fingers look great! |
wizard's steel ring of sensing wizard's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Blind Resist +27% other ------- Infravision +3 See Stealth +5 See Invis +6 Rings make your fingers look great! |
iron greatmaul (116% power, 1 apr) iron greatmaul (116% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Normal] Weapon Damage 116% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% Massive two-handed mauls. |
iron greatsword (109% power, 1 apr) iron greatsword (109% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 109% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
mighty elm longbow mighty elm longbow4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +3 Str offense ------ Physical Power +8 (+4 eff.) Longbows are used to shoot arrows at your foes. |
Crooked Club (129% power, 4 apr) Crooked Club (129% power, 4 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 20 [Unique] Master Weapon Damage 129% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+7 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
manaburning iron mace of erosion (105% power, 2 apr) manaburning iron mace of erosion (105% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Nature/Disrupt Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +5 nature On Hit: * 11 arcane resource burn Blunt and deadly. |
thought-forged iron mace of massacre (118% power, 2 apr) thought-forged iron mace of massacre (118% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Master/Psionic Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +5 mind On Hit: * 10% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +2 Wil Blunt and deadly. |
fungal rough leather sling of fire fungal rough leather sling of fire4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +6 fire While equipped: Stats +2 Con offense ------ Damage +9% fire other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
Nadan (100% power, 2 apr, darkness element) Nadan (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Defense +5 (+5 eff.) Resistance +6% blight +6% temporal Life +20.00 other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of illumination (111% power, 3 apr, fire element) cruel ash magestaff of illumination (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego] Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +12.00% Spellpower +6 (+3 eff.) Damage +15% fire defense ------ Defense +5 (+5 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 92.49 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
insulating rough leather belt of the mystic insulating rough leather belt of the mystic1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +4 (+2 eff.) defense ------ Resistance +6% fire +5% cold Mind save +5 (+3 eff.) A belt that goes around your waist. |
linen robe 'Blizzardhacker' (0 def, 0 armour) linen robe 'Blizzardhacker' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +10% lightning +3% cold +12% fire When Hit 4 cold defense ------ Resistance +15% lightning +3% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots of speed (0 def, 3 armour) pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +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. |
Glintravager (0 def, 3 armour) Glintravager (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Mind Crit +4% Damage +3% light defense ------ Armor +3 Fatigue +5% Resistance +3% light Physical save +11 (+6 eff.) Mind save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating linen wizard hat (1 def, 0 armour) insulating linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +6% fire +6% cold A pointy cloth hat, very wizardly... |
prismatic steel mail armour of acid resistance (2 def, 6 armour) prismatic steel mail armour of acid resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% acid +10% light +11% darkness A suit of armour made of mail. |
cleansing iron plate armour of cold resistance (0 def, 7 armour) cleansing iron plate armour of cold resistance (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Ego] Disrupt/Master While equipped: defense ------ Armor +7 Fatigue +22% Resistance +10% blight +17% cold +11% nature A suit of armour made of metal plates. |
Galehue the steel shield (0 def, 17 armour, 101.5 block) Galehue the steel shield (0 def, 17 armour, 101.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Con offense ------ Ignore resists +20% lightning When Hit 4 lightning defense ------ Armor +17 Fatigue +8% Resistance +20% acid +5% arcane +18% nature Physical save +9 (+5 eff.) other ------- Talents +1 Block Handheld deflection devices. |
Lightningstake the iron shield (0 def, 3 armour, 49.5 block) Lightningstake the iron shield (0 def, 3 armour, 49.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Damage +3% lightning Ignore resists +5% lightning defense ------ Armor +3 Fatigue +8% Resistance +3% lightning other ------- Talents +1 Block Handheld deflection devices. |
reinforced iron shield (0 def, 4 armour, 41 block) reinforced iron shield (0 def, 4 armour, 41 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
tundral pouch of steel shots of wind (15/15, 124% power, 2 apr) tundral pouch of steel shots of wind (15/15, 124% power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Nature Weapon Damage 124% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 15 Projectile Speed +200% On-ranged-hit +10 cold On-crit, radius 2 +6 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 48 physical damage Shots are used with slings to pummel your foes to death. |
powerful elm wand of shielding [power 122] (20 cooldown) powerful elm wand of shielding [power 122] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine 5 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. |
3 citrine 3 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. |
3 zircon 3 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 galaxy brain game design the Shalore Stargazer level 10
7th Flare 122nd year of Ascendancy at 16:04 see stats
By galaxy brain game design the Shalore Stargazer level 3
77th Pyre 122nd year of Ascendancy at 14:49 see stats
By galaxy brain game design the Shalore Stargazer level 8
6th Mirth 122nd year of Ascendancy at 12:20 see stats
By galaxy brain game design the Shalore Stargazer level 8
4th Mirth 122nd year of Ascendancy at 05:17 see stats
Log
Galaxy brain game design wears (replacing mule's copper ring of arcana (+0.10/turn)): Vargh Redemption.
Galaxy brain game design wears (replacing copper ring of tenacity): warrior's steel ring of lightning (+20%).
Galaxy brain game design deactivates Solar Wind.
Galaxy brain game design activates Solar Wind.
Galaxy brain game design deactivates Premonition.
Galaxy brain game design activates Premonition.
Galaxy brain game design deactivates Energy Decomposition.
Galaxy brain game design activates Energy Decomposition.
Galaxy brain game design deactivates Chant of Fortress.
Galaxy brain game design activates Chant of Fortress.
Galaxy brain game design deactivates Gravity Locus.
Galaxy brain game design activates Gravity Locus.
Galaxy brain game design wears (replacing warrior's steel ring of lightning (+20%)): copper ring of tenacity.
Resting starts...
Rested for 19 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 37 turns (stop reason: all resources and life at maximum).
There is a stairs back to Trollmire here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
There is a stairs back to Trollmire here (press '' or right click to use).