Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
Sex | Male |
Race | Skeleton |
Class | Demonologist |
Level / Exp | 10 / 99% |
Size | medium |
Lifes / Deaths | Killed by Isylrassra the degenerated skeleton warrior at level 10 on the 30th Dusk 122nd year of Ascendancy at 05:41 / 1 |
Primary Stats
Strength | 39 (base 30) |
Dexterity | 20 (base 10) |
Constitution | 15 (base 12) |
Magic | 32 (base 27) |
Willpower | 11 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 0/328 |
Stamina | 57/150 |
Vim | 74/213 |
Healing Factor | 1.0460311219418 |
Regeneration | 0.26150778048544 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 54 |
Accuracy | 30 |
Crit Chance | 12% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 28 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Nature | +12% |
Blight | +8% |
Fire | +23% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Fire | +5% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 25.118138619369 (56.297102139833%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 28 |
Physical Save | 18 |
Spell Save | 15 |
Mental Save | 13 |
Defense: Resistances
Lightning | + 24%( 70%) |
Fire | + 35%( 70%) |
Temporal | + 13%( 70%) |
Darkness | + 3%( 70%) |
Physical | + 11%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 20% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Knockback Resistance | 21% |
Poison Resistance | 100% |
Blind Resistance | 10% |
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 130 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 94 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Strength stat. |
Class Talents
Corruption / Demonic pact | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Spellblaze | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Infernal combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Black-magic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
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 Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic 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 |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Silena the Hellmortal (0 def, 3 armour) Silena the Hellmortal (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +5% fire On Hit (Melee): * 20% chance to reduce damage dealt by 10% ----- def ----- Armour +3 Fatigue +2% Resists +6% cold +5% fire +3% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Rootrot Rootrot2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +9% fire On Hit (Melee): * 10% chance to slow global speed by 36% ----- def ----- Max.HP +41.00 ---------- 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 | Viperblur (0 def, 3 armour) Viperblur (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +1 Wil dps ---------- Dmg.mod +9% nature Res.pen +5% acid Melee Ret 2 acid ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Cyribrema (5 def, 1 armour) Cyribrema (5 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Dmg.mod +6% mind Res.pen +15% physical ----- def ----- Armour +1 Defense +5 (+5 eff.) Fatigue +1% ---------- misc Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Cyrowe the Dourquencher [power 100] (25 cooldown) Cyrowe the Dourquencher [power 100] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Resists +3% darkness Mind.save +6 (+6 eff.) Blind- +10% Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 230 Base Damage: 103 Armor: 4 All Resist: 0 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | Bloomsmash Bloomsmash0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Melee Ret 2 nature 2 fire ----- def ----- Resists +9% lightning +25% fire Rings make your fingers look great! |
Around neck | stabilizing copper amulet of constitution (+3) stabilizing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! |
In main hand | Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr) 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight ---------- misc Talents +2 Flame Bolts A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | Daimydor the rough leather belt Daimydor the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +6% cold +5% fire +1% physical Teleport- +20% A belt that goes around your waist. |
In off hand | reinforced iron shield of physical resistance (+10%) (0 def, 4 armour, 98% power, 36.5 block) reinforced iron shield of physical resistance (+10%) (0 def, 4 armour, 98% power, 36.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 99% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +36 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +10% physical ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Cloak of Deception =aa= Cloak of Deception =aa=1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | impenetrable iron mail armour of lightning resistance (2 def, 10 armour) impenetrable iron mail armour of lightning resistance (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
Inventory
movement infusion of the wizard (speed 605%; cd 17) movement infusion of the wizard (speed 605%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 605% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath 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. |
thought-forged iron dagger of paradox (97% power, 5 apr) thought-forged iron dagger of paradox (97% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Psionic Power 97% 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+ +5 mind +5 temporal On Hit: * 14% chance to reduce all saves and defense by 11 While equipped: Stats +2 Cun +1 Wil ----- def ----- Resists +6% temporal Sharp, short and deadly. |
Brightfury (118% power, 2 apr) Brightfury (118% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 mind While equipped: dps ---------- Mind.crit +3% Dmg.mod +6% light ---------- misc Max.psi +20.00 Sharp, long, and deadly. |
Darkwake the linen cloak (1 def, 0 armour) Darkwake the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% fire Melee Ret 6 mind ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betyma the Nimbusslicer (0 def, 3 armour) Betyma the Nimbusslicer (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +15% lightning ----- def ----- Armour +3 Resists +5% arcane Die.at -20.00 life Heal.mod +15% Disease- +10% ---------- misc Infravis +1 A pair of boots made of leather. |
traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Blackhacker' (0 def, 1 armour) iron gauntlets 'Blackhacker' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +1% Melee+ 6 blight Dmg.mod +4% blight +3% arcane Res.pen +5% darkness +15% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +3% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tempestnigh (1 def, 0 armour) Tempestnigh (1 def, 0 armour)2.0 T1 head armor [Rare] Disrupt While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Dmg.mod +12% nature +3% mind Melee Ret 6 lightning ----- def ----- Defense +1 (+1 eff.) Resists +5% nature +5% blight A pointy cloth hat, very wizardly... |
iron helm 'Ce'Nidana' (0 def, 3 armour) iron helm 'Ce'Nidana' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +4 Dex +3 Con dps ---------- Phys.crit +1.0% Phys.pwr +3 (+1 eff.) Apr +4 Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +5% ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
demon seed [quasit] (13, mainhand) demon seed [quasit] (13, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [water imp] (13, mainhand) demon seed [water imp] (13, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (12, mainhand) demon seed [wretchling] (12, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Daimular' brass lantern 'Daimular'2.0 T1 lite [Rare] Master While equipped: Stats +6 Str +2 Dex dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +5% mind Apr +1 ---------- misc Light +6 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. |
brass lantern 'Malagen' brass lantern 'Malagen'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +3% cold +2% physical Phys.save +9 (+5 eff.) Mind.save +12 (+9 eff.) Teleport- +20% ---------- misc Light +3 See.Stealth +5 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. |
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. |
3 ametrine 3 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. |
5 citrine 5 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. |
3 zircon 3 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 Enstrvi the Skeleton Demonologist level 10
26th Dusk 122nd year of Ascendancy at 08:07 see stats
By Enstrvi the Skeleton Demonologist level 9
20th Dusk 122nd year of Ascendancy at 16:06 see stats
By Enstrvi the Skeleton Demonologist level 9
23rd Dusk 122nd year of Ascendancy at 16:06 see stats
Log
Isylrassra the degenerated skeleton warrior's spell attains critical power!
Enstrvi is afflicted by a rotting disease!
Isylrassra the degenerated skeleton warrior receives 21 healing from Isylrassra the degenerated skeleton warrior's Blood Grasp.
Isylrassra the degenerated skeleton warrior's Blood Grasp hits Enstrvi for (10 turned into osmosis), 99 blight (99 total damage).
Isylrassra the degenerated skeleton warrior's Beyond the Flesh hits Quasit for 39 physical, 6 light, 12 physical (57 total damage).
Enstrvi uses Bone Armour.
A shield forms around Enstrvi.
Something hits Isylrassra the degenerated skeleton warrior for 21 physical, 4 fire (24 total damage).
Weakness Disease from Isylrassra the degenerated skeleton warrior hits Enstrvi for (24 absorbed), 0 blight (0 total damage).
Rotting Disease from Isylrassra the degenerated skeleton warrior hits Enstrvi for (24 absorbed), 0 blight (0 total damage).
Decrepitude Disease from Isylrassra the degenerated skeleton warrior hits Enstrvi for (7 absorbed), 0 blight (0 total damage).
Rain of Fire hits Isylrassra the degenerated skeleton warrior for 7 physical, 8 fire (15 total damage).
Enstrvi receives 3 healing.
Isylrassra the degenerated skeleton warrior casts Drain.
Isylrassra the degenerated skeleton warrior hits Enstrvi for (130 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Enstrvi crumbles.
Enstrvi's weapon looks less threatening.
Weakness Disease from Isylrassra the degenerated skeleton warrior hits Enstrvi for (10 turned into osmosis), 24 blight (24 total damage).
Rotting Disease from Isylrassra the degenerated skeleton warrior hits Enstrvi for (10 turned into osmosis), 24 blight (24 total damage).
Decrepitude Disease from Isylrassra the degenerated skeleton warrior hits Enstrvi for (7 absorbed), (0 turned into osmosis), 0 blight (0 total damage).
Enstrvi receives 3 healing.
Enstrvi is not stunned anymore.
Weakness Disease from Isylrassra the degenerated skeleton warrior hits Enstrvi for (10 turned into osmosis), 20 blight (20 total damage).
Rotting Disease from Isylrassra the degenerated skeleton warrior hits Enstrvi for (10 turned into osmosis), 20 blight (20 total damage).
Decrepitude Disease from Isylrassra the degenerated skeleton warrior hits Enstrvi for (6 turned into osmosis), 6 blight (6 total damage).
Enstrvi receives 3 healing.
Enstrvi the level 10 skeleton demonologist was diseased to death by Isylrassra the degenerated skeleton warrior on level 3 of Ruins of Kor'Pul.