










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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: No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Artificer |
Level / Exp | 13 / 61% |
Size | medium |
Lifes / Deaths | Killed by The Possessed at level 10 on the 10th Mirth 122nd year of Ascendancy at 12:08 1 / 3Killed by corrupted elven warrior at level 11 on the 2nd Flare 122nd year of Ascendancy at 05:23 Killed by Emeleba the forest wight at level 13 on the 28th Dusk 122nd year of Ascendancy at 15:33 |
Primary Stats
Strength | 31 (base 16) |
Dexterity | 33 (base 28) |
Constitution | 28 (base 11) |
Magic | 16 (base 11) |
Willpower | 12 (base 11) |
Cunning | 41 (base 31) |
Resources
Life | 430/430 |
Healing Factor | 1.3109394796872 |
Regeneration | 5.8472087344106 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 10 |
See Stealth | 5 |
See Invisible | 7 |
Offense: Mainhand
Damage | 47 |
Accuracy | 44 |
Crit Chance | 11% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 38.413408721348 (65.897138898113%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 19 |
Physical Save | 26 |
Spell Save | 10 |
Mental Save | 25 |
Defense: Resistances
Cold | + 34%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Teleport Resistance | 10% |
Disarm Resistance | 39% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 175 damage for 3 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 508% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 53 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. Its effects scale with your Strength stat. |
Class Talents
Cunning / Toolsmithing | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Imbuing | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Accessory crafting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Armorsmithing | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Experimental imbuing | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Weaponsmithing | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Steamtech / Blacksmith | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Inventory management | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 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 |
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 have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Mind.crit +1% ----- def ----- Armour +9 Fatigue +2% Resists +6% cold Phys.save +11 (+5 eff.) Mind.save +12 (+6 eff.) Blind- +20% Teleport- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +1 Str +4 Dex +1 Mag +1 Wil +1 Cun +1 Con dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Crafted by: CA2 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +4% ---------- misc Light +4 Infravis +5 Crafted by: CA2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex +4 Mag +6 Cun ----- def ----- Defense +6 (+3 eff.) Crit.chn- 5.00% ---------- misc Infravis +2 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold A suit of armour made of mail. |
In main hand | ![]() 3.0 T1 trident 2H weapon [Ego] Master Power 17.0 - 27.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.8% Atk.spd 100% While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +39% Crafted by: CA2 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold Max.HP +62.00 Crafted by: CA2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% physical Apr +1 ----- def ----- Crit.chn- 10.00% Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Inventory
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 3.0 T1 mace 1H weapon [Ego] Disrupt Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Against +7% Unnatural While equipped: Stats +2 Wil Blunt and deadly. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +13 light +12 physical Against +5% Undead On Crit.r2 +4 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage While equipped: dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Phys.save +6 (+3 eff.) One-handed war axes. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 13.00 to 39.00 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Proj.spd +200% While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +12% light Res.pen +10% light Acc +6 (+2 eff.) Melee Ret 6 physical ----- def ----- Phys.save +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. 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 +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +15% mind ----- def ----- Defense +1 (+1 eff.) Max.HP +52.00 Disease- +10% Cut- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +3% fire Res.pen +5% fire On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +9% cold A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +15% acid Melee Ret 4 acid ----- def ----- Armour +5 Fatigue +5% Resists +3% acid +9% nature ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Mind.crit +4% Spell.pwr +15 (+9 eff.) Dmg.mod +9% mind ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Mana/s.crit +2.00 Light +3 See.Stealth +6 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 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. |
![]() 0.0 Powered by arcane forces Modifies crafted object: Weapon combat: On crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.0 Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Defense: +5 - +15 Disarm immunity: +20% - +50% Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: While equipped: Armour penetration: +3 - +13 Physical crit. chance: +3.0% - +6.0% Physical power: +3 - +6 Affinity: feet Components can be used to enhance items being crafted! |
![]() 0.0 Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +5% - +15% nature * +5% - +15% blight Affinity: head Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% acid Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% acid Affinity: body Components can be used to enhance items being crafted! |
![]() 0.0 Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% arcane Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.0 Infused by psionic forces Modifies crafted object: While equipped: Mental save: +5 - +15 Confusion immunity: +20% - +50% Affinity: ring Components can be used to enhance items being crafted! |
![]() 0.0 Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 cold While equipped: Changes damage: * +8% - +22% cold Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.0 Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +7% - +17% acid * +7% - +17% fire * +7% - +17% cold * +7% - +17% lightning * +2% - +10% all Spell save: +5 - +15 Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.0 Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 light Damage against: +5% - +30% Undead Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: Weapon combat: Accuracy: +4 - +12 Crit. chance: +4.0% - +12.0% While equipped: Accuracy: +10 - +25 Changes stats: * +2 - +6 Dex Affinity: hands Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: While equipped: Fatigue: -4% - -10% Changes stats: * +1 - +5 Str Affinity: digger Components can be used to enhance items being crafted! |
![]() 0.0 Infused by nature Modifies crafted object: While equipped: Changes resistances: * +15% - +45% fire Changes damage: * +10% - +30% fire Affinity: robes Components can be used to enhance items being crafted! |
![]() 0.0 Infused by nature Modifies crafted object: While equipped: Changes resistances: * +15% - +45% cold Changes damage: * +10% - +30% cold Affinity: robes Components can be used to enhance items being crafted! |
![]() 0.0 Modifies crafted object: When activated: Heal yourself and all friendly characters within 10 spaces Puts all charms on cooldown for 15 turns Affinity: totem This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.0 Infused by nature Modifies crafted object: While equipped: Changes resistances: * +15% - +30% lightning Changes damage: * +10% - +20% lightning Affinity: hat Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.0 Powered by arcane forces Modifies crafted object: While equipped: Spell crit. chance: +5% - +15% Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.0 Modifies crafted object: When activated: setup a psionic shield, reducing all damage taken by 0 for 5 turns Puts all charms on cooldown for 25 turns Affinity: torque This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.0 Modifies crafted object: When activated: Sting an enemy dealing nature damage over 7 turns and reducing their healing by 50% Puts all charms on cooldown for 15 turns Affinity: totem This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.0 Infused by nature Modifies crafted object: While equipped: Changes resistances: * +15% - +45% physical Changes damage: * +10% - +30% physical Affinity: robes Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: While equipped: Stamina each turn: +0.30 - +1.30 Maximum stamina: +10.00 - +40.00 Affinity: feet Components can be used to enhance items being crafted! |
![]() 0.0 Powered by arcane forces Modifies crafted object: While equipped: Armour: +2 - +12 Armour Hardiness: +2% - +12% Physical save: +2 - +12 Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.0 Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * Create an explosion dealing 19 damage (1/turn) While equipped: Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.0 Infused by nature Modifies crafted object: While equipped: Changes resistances: * +5% - +15% lightning * +5% - +15% temporal Affinity: hat Components can be used to enhance items being crafted! |
![]() 0.0 Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 darkness Damage against: +5% - +20% Living Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: Weapon combat: While equipped: Ammo reloads per turn: +1 - +5 Multiplies ammo capacity by x1.3 - x1.6 Affinity: ammo Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +5% - +15% cold * +5% - +15% fire Affinity: feet Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: While equipped: Armour: +1 - +9 Infravision radius: +1 - +3 Affinity: feet Components can be used to enhance items being crafted! |
![]() 0.0 Infused by nature Modifies crafted object: While equipped: Changes stats: * +1 - +6 Wil Changes resistances: * +10% - +30% blight * +10% - +30% darkness Light radius: +1 - +2 Affinity: body Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: While equipped: Changes stats: * +1 - +7 Dex Increases range of ranged weapons by 1 (to a maximum of 10) Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.0 Powered by arcane forces Modifies crafted object: While equipped: Melee retaliation: 10 - 30 fire Changes resistances: * +5% - +10% fire Affinity: lite Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: While equipped: Fatigue: -4% - -10% Maximum encumbrance: +20 - +50 Physical save: +5 - +15 Affinity: feet Components can be used to enhance items being crafted! |
![]() 0.0 Crafted by a master Modifies crafted object: While equipped: Changes stats: * +1 - +6 Cun * +1 - +6 Con Physical save: +10 - +25 Mental save: +10 - +25 Affinity: feet Components can be used to enhance items being crafted! |
![]() 0.0 Modifies crafted object: When activated: Fire a magical bolt dealing damage Puts all charms on cooldown for 15 turns Affinity: wand This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.0 Modifies crafted object: Extra effect(s) when activated: * heal for 30 - 110 Affinity: charm Unique Ego Components can be used to enhance items being crafted! |
Achievements
By CA2 the Cornac Artificer level 10
8th Mirth 122nd year of Ascendancy at 22:43 see stats
Log
Emeleba the forest wight uses Steady Shot.
Emeleba the forest wight's Steady Shot hits CA2 for 55 physical damage.
Emeleba the forest wight casts Flame.
Emeleba the forest wight's Flame hits CA2 for (14 armor), 7 fire (7 total damage).
CA2 the level 13 cornac artificer was boiled to death by Emeleba the forest wight on level 1 of Tarrugar.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emeleba the forest wight's Flame killed CA2!
Saving game...
Resting starts...
Talent Rune: Shielding is ready to use.
Talent Infusion: Movement is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
CA2 uses Dismantle Item.
You collect a new ingredient: bundle of elm wood (1).
You extract component of stinging (totem) from quick elm totem of stinging [power 98] (10 cooldown)
CA2 uses Dismantle Item.
You collect a new ingredient: bundle of ash wood (1).
You extract component of conjuration (wand) from ash wand of conjuration [power 170] (15 cooldown)
You extract zircon from ash wand of conjuration [power 170] (15 cooldown)
CA2 uses Craft Item.