Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 9 / 24% |
Size | big |
Lifes / Deaths | Killed by thief at level 9 on the 2nd Dusk 122nd year of Ascendancy at 22:05 3 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 37 (base 28) |
Dexterity | 13 (base 10) |
Constitution | 14 (base 10) |
Magic | 9 (base 10) |
Willpower | 34 (base 28) |
Cunning | 14 (base 10) |
Resources
Life | 326/326 |
Hate | 100/100 |
Equilibrium | 0 |
Healing Factor | 0.95950668643922 |
Regeneration | 0.23987667160981 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 50 |
Accuracy | 22 |
Crit Chance | 6% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4.5 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Blight | +5% |
Light | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 14.335093952971 (47.857809501309%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 13 |
Physical Save | 24 |
Spell Save | 23 |
Mental Save | 20 |
Defense: Resistances
Darkness | + 3%( 70%) |
Mind | + 9%( 70%) |
Fire | + 13%( 70%) |
Cold | + 25%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
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
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | Aerymina the Growthsweeper (Madness) (0 def, 1 armour) Aerymina the Growthsweeper (Madness) (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +1 Mag +4 Wil +3 Cun +1 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +1 Resists +6% mind Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Curse of Madness A pair of boots made of leather. |
Light source | survivor's brass lantern of the zealot survivor's brass lantern of the zealot2.0 T1 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Glimmerwedge the rough leather cap (Shrouds) (0 def, 1 armour) Glimmerwedge the rough leather cap (Shrouds) (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex +1 Cun dps ---------- Dmg.mod +9% light ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +1 Curse of Shrouds A cap made of leather. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. |
On fingers | copper ring of tenacity copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
Around waist | rough leather belt of resilience (Madness) rough leather belt of resilience (Madness)1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +31.00 Curse of Madness A belt that goes around your waist. |
In main hand | steel battleaxe of amnesia (Madness) (124% power, 2 apr) steel battleaxe of amnesia (Madness) (124% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Psionic Power 124% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Curse of Madness Massive two-handed battleaxes. |
Main armor | iron mail armour (Nightmares) (2 def, 4 armour) iron mail armour (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Curse of Nightmares A suit of armour made of mail. |
Cloak | thick linen cloak of Iron Throne (Shrouds) (1 def, 6 armour) thick linen cloak of Iron Throne (Shrouds) (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | insulating copper amulet of willpower (+2) insulating copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
Inventory
copper amulet of dexterity (+3) copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
balanced iron battleaxe (Nightmares) (112% power, 1 apr) balanced iron battleaxe (Nightmares) (112% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 112% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +28% Curse of Nightmares Massive two-handed battleaxes. |
iron battleaxe (Nightmares) (114% power, 1 apr) iron battleaxe (Nightmares) (114% power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 114% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Nightmares Massive two-handed battleaxes. |
chilling iron dagger (Nightmares) (100% power, 5 apr) chilling iron dagger (Nightmares) (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 cold Curse of Nightmares Sharp, short and deadly. |
flaming iron dagger (Shrouds) (102% power, 5 apr) flaming iron dagger (Shrouds) (102% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 102% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +6 fire Curse of Shrouds Sharp, short and deadly. |
Magmaslice the iron greatmaul (Shrouds) (111% power, 1 apr) Magmaslice the iron greatmaul (Shrouds) (111% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 111% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% nature +3% fire Acc +7 (+3 eff.) ----- def ----- Defense +9 (+9 eff.) Resists +3% acid +6% fire +9% blight +3% lightning Disarm- +32% Curse of Shrouds Massive two-handed mauls. |
Xatira the iron greatsword (Madness) (112% power, 10 apr) Xatira the iron greatsword (Madness) (112% power, 10 apr)3.0 T1 greatsword 2H weapon [Rare] Arcane Power 112% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +2.5% Atk.spd 100% Phasing +16% On Hit.r1 +12 arcane While equipped: dps ---------- Res.pen +10% acid +5% arcane On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Resists +6% mind Curse of Madness Massive two-handed swords. |
Runendil the mossy mindstar (Corpses) (75% power, 12 apr, nature damage) Runendil the mossy mindstar (Corpses) (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Crit.r2 +8 physical While equipped: Stats +1 Dex dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Res.pen +10% physical Apr +3 ----- def ----- Resists +7% mind Mind.save +2 (+1 eff.) ---------- misc Psi/turn +0.40 Max.stam +20.00 Max.psi +10.00 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather sling 'Ce'Nossra' (Misfortune) rough leather sling 'Ce'Nossra' (Misfortune)4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +1 Dex +1 Wil dps ---------- Phys.crit +2.0% Mind.pwr +5 (+3 eff.) Res.pen +15% mind Acc +6 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.08 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
warden's rough leather sling of acid (Nightmares) warden's rough leather sling of acid (Nightmares)4.0 T1 sling 1H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 acid While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% acid +6% temporal +6% physical Res.pen +5% temporal +6% physical ---------- misc Reload +1 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
elm magestaff (Madness) (100% power, 2 apr, arcane element) elm magestaff (Madness) (100% power, 2 apr, arcane element)5.0 T1 staff 2H weapon Reqs Mag 11 [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% arcane ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Ulyrerokhad the Demonarc (Shrouds) (11 def, 6 armour) Ulyrerokhad the Demonarc (Shrouds) (11 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Dmg.mod +9% darkness Melee Ret 2 mind ----- def ----- Armour +6 Defense +11 (+11 eff.) Resists +12% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparkraven the pair of iron boots (Corpses) (0 def, 3 armour) Sparkraven the pair of iron boots (Corpses) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +9% lightning Res.pen +5% nature ----- def ----- Armour +3 Fatigue -2% Resists +3% lightning Phys.save +7 (+3 eff.) ---------- misc Max.enc +22 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Mardidor' (Madness) (0 def, 3 armour) pair of iron boots 'Mardidor' (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +4 Con dps ---------- Dmg.mod +12% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layudhemina the Boltrock (Madness) (1 def, 0 armour) Layudhemina the Boltrock (Madness) (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Res.pen +5% lightning +15% acid Melee Ret 4 lightning ----- def ----- Defense +1 (+1 eff.) Resists +3% blight ---------- misc Mana/turn +0.10 Curse of Madness A pointy cloth hat, very wizardly... |
iron helm of dexterity (+3) (Corpses) (0 def, 3 armour) iron helm of dexterity (+3) (Corpses) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
acidic pouch of iron shots (15/15, 113% power, 1 apr) acidic pouch of iron shots (15/15, 113% power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 113% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
Xoldakira the Dazzlewilter [power 1] (25 cooldown) Xoldakira the Dazzlewilter [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag +1 Wil dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Resists +6% light Crit.chn- 5.00% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of gale force [power 105] (15 cooldown) soothing iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
6 ametrine 6 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. |
citrine 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. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Karsa Orlong the Krog Cursed level 8
5th Flare 122nd year of Ascendancy at 16:23 see stats
By Karsa Orlong the Krog Cursed level 7
79th Pyre 122nd year of Ascendancy at 22:22 see stats
Log
Karsa Orlong performs a melee critical strike against The Possessed!
Karsa Orlong hits The Possessed for 36 physical damage.
The Possessed is no longer weakened.
Karsa Orlong attunes to the damage.
Talent Antimagic Zone is ready to use.
Talent Dig is ready to use.
Bleeding from The Possessed hits Karsa Orlong for 6 physical damage.
Mindrot hits Thief for 1 mind, 2 darkness (2 total damage).
Mindrot hits The Possessed for 1 mind, 2 darkness (3 total damage).
Melee retaliation hits Thief for 5 blight, 5 blight (10 total damage).
Thief hits Karsa Orlong for 15 physical, 2 healing, 11 physical, 2 healing (26 total damage) [4 healing].
Deadly Poison from Thief hits Karsa Orlong for 13 nature damage.
Melee retaliation hits The Possessed for 5 blight, 5 blight (10 total damage).
The Possessed hits Karsa Orlong for 35 physical, 2 healing, 11 physical, 5 darkness, 2 healing (51 total damage) [4 healing].
The Possessed is weakened by the gloom.
Bleeding from The Possessed hits Karsa Orlong for 5 physical damage.
Mindrot hits The Possessed for 1 mind, 2 darkness (2 total damage).
Mindrot hits Thief for 2 mind, 2 darkness (3 total damage).
Deadly Poison from Thief hits Karsa Orlong for 9 nature damage.
The Possessed speeds up.
Deadly Poison from Thief hits Karsa Orlong for 9 nature damage.
Karsa Orlong the level 9 krog cursed was splurged to death by a thief on level 3 of Ruins of Kor'Pul.
The Possessed is no longer being stalked by Karsa Orlong.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Deadly Poison from Thief killed Karsa Orlong!
Saving game...
Saving done.