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 | Archer |
Level / Exp | 20 / 60% |
Size | medium |
Lifes / Deaths | Killed by Amarhan the human at level 20 on the 38th Haze 122nd year of Ascendancy at 06:29 / 1 |
Primary Stats
Strength | 53 (base 42) |
Dexterity | 66 (base 48) |
Constitution | 16 (base 10) |
Magic | 13 (base 10) |
Willpower | 23 (base 10) |
Cunning | 20 (base 12) |
Resources
Life | -250/598 |
Stamina | 29/202 |
Healing Factor | 1.0545771506545 |
Regeneration | 1.3182214383181 |
Speed
Mental | +1.5543122344752E-13% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 21.388114253578 |
See Invisible | 27.388114253578 |
Offense: Mainhand
Damage | 90 |
Accuracy | 56 |
Crit Chance | 20% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Fire | +29% |
Nature | +21% |
Cold | +3% |
Physical | +6% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Cold | +20% |
Lightning | +25% |
Fire | +5% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 35 (68.594633868923%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 28 |
Mental Save | 36 |
Defense: Resistances
Fire | + 16%( 70%) |
Nature | + 40%( 70%) |
Temporal | + 16%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 17%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 43% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 61% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 245 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 99 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
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 repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by Wrathroot. Escort: repented thief (level 4 of Old Forest) | failed |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed red crystal shard. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' * You've found the needed pouch of bone giant dust. | 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 | pair of hardened leather boots 'Cloudborn' (0 def, 3 armour) pair of hardened leather boots 'Cloudborn' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Con dps ---------- Res.pen +5% acid Melee Ret 8 lightning On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +3 Resists +5% arcane +6% fire Phys.save +11 (+3 eff.) Mind.save +13 (+5 eff.) A pair of boots made of leather. |
Quiver | Nudehek (16/21, 133% power, 7 apr) Nudehek (16/21, 133% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Nature/Master/Psionic Power 134% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 21 Ranged+ +11 nature +4 mind On Hit.r1 +8 mind On Hit: * 20% chance to reduce all saves and defense by 19 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | Pyreravage the alchemist's lamp Pyreravage the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% physical +6% fire Acc +5 (+2 eff.) ----- def ----- Armour +8 Max.HP +53.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Arcwake' (0 def, 3 armour) hardened leather cap 'Arcwake' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +2 Str +3 Dex +4 Wil +3 Cun dps ---------- Res.pen +25% lightning Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +5 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cap made of leather. |
Tool | Porydaba the Balancevalor [power 245] (15 cooldown) Porydaba the Balancevalor [power 245] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Str +2 Mag +1 Wil dps ---------- Dmg.mod +6% nature Melee Ret 10 nature Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 260 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Arunariradur the copper ring Arunariradur the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag +4 Wil ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +21% ---------- misc Infravis +1 See.Invis +6 Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | steady yew longbow of fire steady yew longbow of fire4.0 T3 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +11 fire While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +17% fire Acc +11 (+3 eff.) Longbows are used to shoot arrows at your foes. |
On hands | Flameraven the hardened leather gloves (0 def, 2 armour) Flameraven the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 5 cold Dmg.mod +6% fire +3% cold Res.pen +5% fire Acc +6 (+2 eff.) ----- def ----- Armour +2 Resists +7% cold Phys.save +7 (+2 eff.) Mind.save +5 (+2 eff.) HP.reg +1.00 Disarm- +23% ---------- misc Stam/turn +0.90 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | Hailpython (2 def, 0 armour) =aa= Hailpython (2 def, 0 armour) =aa=2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +20% cold ----- def ----- Defense +2 (+1 eff.) Resists +3% nature Crit.chn- 10.00% Die.at -80.00 life Max.HP +37.00 Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Glowoozer the steel amulet Glowoozer the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun +8 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +11 (+4 eff.) Resists +5% arcane +6% temporal Phys.save +16 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +13 (+5 eff.) Unseen.red 10% Silence- +10% Amulets make your neck look great! |
Inventory
copper amulet 'Isoriavena' copper amulet 'Isoriavena'0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +3% fire +6% mind +6% nature Heal.mod +11% Cut- +40% Def/telep +5 Res/telep +5% Dur/telep +5% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 145 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
gold ring 'Festerdeath' gold ring 'Festerdeath'0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +9% blight +6% fire Mind.save +8 (+4 eff.) Confus- +26% Rings make your fingers look great! |
warrior's copper ring of darkness (+22%) warrior's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +4 Resists +22% darkness Rings make your fingers look great! |
Hazesweeper the elm longbow Hazesweeper the elm longbow4.0 T1 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Proj.spd +100% On Hit.r1 +8 cold On Crit.r2 +12 mind While equipped: dps ---------- Phys.crit +3.0% Acc +9 (+3 eff.) ---------- misc Reload +1 Hate/m.crit +1.00 Max.psi +10.00 Longbows are used to shoot arrows at your foes. |
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 (+5 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak 'Radhachak' (1 def, 6 armour) =aaa= linen cloak 'Radhachak' (1 def, 6 armour) =aaa=2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold +6% light +5% arcane Crit.chn- 10.00% Max.HP +80.00 Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aredara the Blazestar (0 def, 0 armour) Aredara the Blazestar (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +7% acid +6% physical +14% darkness +15% fire +12% lightning +6% cold ----- def ----- Resists +12% acid +10% physical +32% darkness +3% lightning +11% fire +10% cold +11% mind +9% all Phys.save +12 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +22 (+8 eff.) ---------- misc Cooldown Refit Golem -2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Geruihor (0 def, 3 armour) Geruihor (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +3 Mag dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +3% nature HP.reg +6.00 Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Radiancegrind the iron helm (0 def, 3 armour) Radiancegrind the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% arcane Melee Ret 4 temporal ----- def ----- Armour +3 Fatigue +5% Resists +7% fire +6% cold ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
barbed quiver of ash arrows of daylight (20/20, 140% power, 7 apr) barbed quiver of ash arrows of daylight (20/20, 140% power, 7 apr)3.0 T2 arrow ammo [Ego+] Arcane/Master Power 141% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 20 Ranged+ +11 light Against +11% Undead On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
self-loading quiver of ash arrows of accuracy (13/13, 124% power, 7 apr) self-loading quiver of ash arrows of accuracy (13/13, 124% power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Master Power 124% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +7 Crit +1.5% Capacity 13 Rld cld 4 Arrows are used with bows to pierce your foes to death. |
9 agate 9 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. |
300 alchemist agate 300 alchemist agate0.0 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. |
5 aquamarine 5 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. |
5 opal 5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Blazesmasher' (dig speed 29 turns) iron pickaxe 'Blazesmasher' (dig speed 29 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Dex dps ---------- Dmg.mod +6% blight Res.pen +20% light ----- def ----- Resists +3% blight ---------- misc Stam/turn +1.00 Max.stam +30.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
survivor's brass lantern of health survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +41.00 Heal.mod +12% ---------- 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. |
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 256/400 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. |
innervating iron torque of gale force [power 100] (15 cooldown) innervating iron torque of gale force [power 100] (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 106 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
4 citrine 4 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. |
9 zircon 9 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 Berluke the Skeleton Archer level 19
27th Haze 122nd year of Ascendancy at 20:31 see stats
By Berluke the Skeleton Archer level 10
66th Dusk 122nd year of Ascendancy at 23:56 see stats
By Berluke the Skeleton Archer level 20
34th Haze 122nd year of Ascendancy at 18:03 see stats
By Berluke the Skeleton Archer level 8
31st Dusk 122nd year of Ascendancy at 10:04 see stats
By Berluke the Skeleton Archer level 8
33rd Dusk 122nd year of Ascendancy at 18:29 see stats
By Berluke the Skeleton Archer level 15
16th Haze 122nd year of Ascendancy at 03:21 see stats
Log
Explosive Saw from Amarhan the human hits Berluke for (61 absorbed), 0 physical (0 total damage).
Berluke shoots!
Amarhan the human deflects the projectile from Berluke to the west!
Berluke's Shoot performs a ranged critical strike against Amarhan the human!
Amarhan the human shrugs off Berluke's 'Bleeding'!
Amarhan the human is cut deeply.
Berluke's Shoot hits Amarhan the human for 161 physical, 4 mind, 12 nature, 12 fire, 4 mind (193 total damage).
Deep Wound from Berluke hits Amarhan the human for 38 physical damage.
Explosive Saw from Amarhan the human hits Berluke for (57 absorbed), 0 physical (0 total damage).
Berluke shoots!
Berluke's Shoot hits Amarhan the human for 76 physical, 2 mind, 12 nature, 12 fire, 8 mind (110 total damage).
Amarhan the human uses Implant: Steam Generator.
Deep Wound from Berluke hits Amarhan the human for 38 physical damage.
Your shield crumbles under the damage!
The shield around Berluke crumbles.
Berluke is no longer out of phase.
Explosive Saw from Amarhan the human hits Berluke for (65 absorbed), 3 physical (3 total damage).
Berluke shoots!
Amarhan the human deflects the projectile from Berluke to the southwest!
Deep Wound from Berluke hits Amarhan the human for 38 physical damage.
Berluke reacts to damage from Amarhan the human, mitigating the blow!.
Amarhan the human hits Berluke for (110 reacted , -4 stam), 466 fire (466 total damage).
The saw embedded in Berluke flies back its source.
Berluke reacts to damage from Amarhan the human, mitigating the blow!.
Talent Steady Shot is ready to use.
Amarhan the human hits Berluke for (90 reacted , -4 stam), 381 fire (381 total damage).
Berluke the level 20 skeleton archer was blazed to death by Amarhan the human on level 1 of Ambush!.