











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 1.7.2This 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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 12 / 69% |
| Size | big |
| Lifes / Deaths | Killed by Isessra the Thug at level 12 on the 6th Dusk 122nd year of Ascendancy at 08:02 2 / 3Killed by Isessra the Thug at level 12 on the 6th Dusk 122nd year of Ascendancy at 10:19 Killed by artemis entreri iv at level 12 on the 6th Dusk 122nd year of Ascendancy at 10:24 |
Primary Stats
| Strength | 19 (base 11) |
| Dexterity | 41 (base 30) |
| Constitution | 14 (base 14) |
| Magic | 16 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 45 (base 30) |
Resources
| Life | 256/256 |
| Stamina | 133/133 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325007 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 41.981969560783 |
| See Invisible | 49.981969560783 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 50 |
| Crit Chance | 20% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 50 |
| Crit Chance | 20% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +25% |
| Lightning | +25% |
| Fire | +25% |
| Cold | +25% |
Offense: Damage Penetration
| Lightning | +25% |
| Physical | +12% |
| Fire | +25% |
| Arcane | +35% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (57.155997060385%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 16 |
| Spell Save | 17 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Temporal | + 12%( 70%) |
| Mind | + 12%( 70%) |
| Lightning | + 11%( 70%) |
| Fire | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 213 life over 5 turns. Its effects scale with your Cunning 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 4/5 |
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +5. | 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 Shade. | 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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed sandworm tooth. | 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 | pair of rough leather boots 'Radhagrim' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str +4 Dex +2 Cun ----- def ----- Armour +1 Resists +5% lightning +6% temporal A pair of boots made of leather. |
| Light source | scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +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. |
| On head | rough leather cap 'Geterion' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +10% arcane ----- def ----- Armour +1 Fatigue +1% Spell.save +3 (+3 eff.) ---------- misc Mana/turn +0.04 Mana/s.crit +1.00 See.Invis +9 A cap made of leather. |
| On hands | steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +5 (+4 eff.) Mind.save +6 (+3 eff.) Disarm- +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. |
| Tool | elm totem of healing [power 116] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around neck | clarifying gold amulet of dexterity (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +12% mind Confus- +20% Amulets make your neck look great! |
| In main hand | truestriking steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +8 (+2 eff.) Apr +6 Sharp, short and deadly. |
| Around waist | grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +6% lightning +6% temporal Spell.save +5 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | truestriking steel dagger of projection (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master/Psionic Power 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +6% physical Acc +6 (+2 eff.) Apr +5 Sharp, short and deadly. |
| Cloak | murderer's linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% acid A suit of armour made of leather. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
balanced iron dagger (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
balanced iron dagger of massacre (15-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 15.0 - 19.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
balanced steel dagger of massacre (17-22 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
balanced steel dagger of phasing (14-18 power, 11 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 14.0 - 18.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +5.0% Atk.spd 100% Phasing +12% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +25% Sharp, short and deadly. |
slime-covered steel dagger of massacre (17-22 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt/Master Power 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 6% chance to slow global speed by 41% Sharp, short and deadly. |
thought-forged iron dagger of dampening (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Disrupt/Psionic Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 mind On Hit: * 11% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +2 Wil ----- def ----- Resists +7% acid +7% lightning +8% cold +8% fire +2% all Spell.save +6 (+4 eff.) Sharp, short and deadly. |
thought-forged iron dagger of the mystic (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Psionic Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 mind On Hit: * 10% chance to reduce all saves and defense by 15 While equipped: Stats +3 Mag +3 Wil +1 Cun dps ---------- Spell.pwr +6 (+5 eff.) Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon Reqs Str 25 [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 17 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 a temporary damage shield there is 36% chance to shatter it. 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! |
rough leather sling of piercing4.0 T1 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Res.pen +6% all Acc +5 (+1 eff.) Apr +5 Slings are used to hurl stones or metal shots at your foes. |
thick linen cloak of Iron Throne (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Sleetschism' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Acc +10 (+3 eff.) Apr +2 Melee Ret 6 cold ----- def ----- Armour +1 Resists +6% lightning +6% temporal +1% physical A pair of boots made of leather. |
bladed rough leather cap of strength (+4) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 34.2 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+7 eff.) A cap made of leather. |
prismatic cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% cold +10% light +11% darkness A suit of armour made of leather. |
prismatic cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% fire +12% light +11% darkness A suit of armour made of leather. |
prismatic cured leather armour of temporal resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% temporal +12% light +11% darkness A suit of armour made of leather. |
icy iron shield of lightning resistance (+16%) (0 def, 2 armour, 20.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 cold Melee Ret 2 ice ----- def ----- Armour +2 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
7 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 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. |
pouch of iron shots of accuracy (13/13, 14-17 power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +1 Crit +4.0% Capacity 13 Shots are used with slings to pummel your foes to death. |
iron torque of clear mind [power 1] (21 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
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 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. |
7 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
Level 10
Got a character to level 10.By artemis entreri iv the Cornac Rogue level 10
1st Summertide 122nd year of Ascendancy at 02:34 see stats
The Arena
Unlocked Arena mode.By artemis entreri iv the Cornac Rogue level 6
2nd Mirth 122nd year of Ascendancy at 19:32 see stats
Utterly Destroyed
Died on the Eidolon Plane.By artemis entreri iv the Cornac Rogue level 12
6th Dusk 122nd year of Ascendancy at 10:24 see stats
Log
Elathra the Guard has finished recovering.
Deadly Poison from Artemis entreri iv hits Isessra the Thug for (3 flat reduction), 0 fire, (3 flat reduction), 0 cold, (3 flat reduction), 0 lightning, (3 flat reduction), 0 arcane (0 total damage).
Isessra the Thug throws two quick punches.
Isessra the Thug slows down.
Isessra the Thug performs a melee critical strike against artemis entreri iv!
Isessra the Thug misses artemis entreri iv.
Talent Expose Weakness is ready to use.
Talent Venomous Strike is ready to use.
Talent Dual Strike is ready to use.
Melee retaliation hits Isessra the Thug for (2 flat reduction), 0 fire, (2 flat reduction), 0 cold, (2 flat reduction), 0 lightning, (2 flat reduction), 0 arcane (0 total damage).
Isessra the Thug hits artemis entreri iv for 62 physical, 6 arcane, 4 temporal, 4 arcane (76 total damage).
Elathra the Guard misses artemis entreri iv.
Melee retaliation hits Elathra the Guard for 2 fire, 2 cold, 2 lightning, 1 arcane (6 total damage).
Elathra the Guard hits artemis entreri iv for 25 physical damage.
Isessra the Thug throws a finishing uppercut.
Melee retaliation hits Isessra the Thug for (2 flat reduction), 0 fire, (2 flat reduction), 0 cold, (2 flat reduction), 0 lightning, (2 flat reduction), 0 arcane (0 total damage).
Isessra the Thug hits artemis entreri iv for 76 physical damage.
artemis entreri iv the level 12 cornac rogue was mutilated to death by Isessra the Thug on level 1 of bandit fortress.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Isessra the Thug killed artemis entreri iv!
Saving game...
Talent Track is ready to use.
Talent Venomous Strike is ready to use.
Talent Dual Strike is ready to use.
Talent Feint is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed!



















































































