










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!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 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 Embers of Rage 1.7.4Official Expansion!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 | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Brawler |
| Level / Exp | 16 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by The Possessed at level 8 on the 4th Mirth 122nd year of Ascendancy at 21:44 4 / 1 |
Primary Stats
| Strength | 49 (base 21) |
| Dexterity | 41 (base 30) |
| Constitution | 35 (base 15) |
| Magic | 11 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 44 (base 31) |
Resources
| Life | 478/478 |
| Stamina | 125/125 |
| Healing Factor | 1.3416660017318 |
| Regeneration | 7.043746509092 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 3 |
Offense: Barehand
| Damage | 61 |
| Accuracy | 48 |
| Crit Chance | 18% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | -10% |
| Lightning | +12% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 24.413408721348 (65.897138898113%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 15 |
| Physical Save | 33 |
| Spell Save | 27 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 11%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 9%( 70%) |
| All | 0%( 70%) |
| Darkness | + 22%( 70%) |
| Light | + 52%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 6%( 70%) |
| Mind | + 9%( 70%) |
| Lightning | + 24%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 286 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 / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 43% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
Quests
You failed to protect the injured seer from death by white crystal. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lone alchemist from death by BIG FISTS. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
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 | Ce'Netta the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Acc +5 (+2 eff.) Apr +1 ----- def ----- Armour +5 Fatigue +2% Resists +5% arcane +9% cold Crit.dmg- 15.00% Heal.mod +5% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Oakquarry the quiver of ash arrows (17/17, 31-43 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Master/Psionic Power 31.0 - 43.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 17 Ranged+ +8 nature +4 arcane +17 darkness Against +15% Living On Crit.r2 +12 nature On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
| On hands | Chaluyakath the Gleamspike (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% blight +3% temporal +9% light +5% arcane Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | hardened leather cap 'Bleakriver' (6 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Cun dps ---------- Res.pen +15% darkness Acc +7 (+2 eff.) On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+3 eff.) Fatigue +3% Resists +9% acid +3% light Phys.save +12 (+6 eff.) Mind.save +6 (+3 eff.) A cap made of leather. |
| Tool | quick iron torque of psionic shield [power 21] (18 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 21 for 5 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ce'Nuda the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +5% mind ----- def ----- Armour +2 Resists +24% lightning +9% mind Spell.save +15 (+8 eff.) Die.at -40.00 life Rings make your fingers look great! |
| On fingers | gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings make your fingers look great! |
| Around neck | wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
| Main armor | prismatic steel mail armour of delving (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +6 Str ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical +22% darkness +10% light ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | enveloping linen cloak of Iron Throne (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +5% blight D.Red.from +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Inventory
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
starlit copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% light +11% darkness Blind- +23% Amulets make your neck look great! |
Pyrerain0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +11% acid +12% temporal +3% fire Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Fatigue -4% Resists +22% acid +12% temporal ---------- misc Max.enc +25 Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
thought-forged steel mace (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Psionic Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 mind On Hit: * 14% chance to reduce all saves and defense by 16 While equipped: Stats +2 Cun +1 Wil Blunt and deadly. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating 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 +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
corrosive hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 6 acid Dmg.mod +3% acid ----- def ----- Armour +2 Resists +5% acid Unarmed combat: Power 21.5 - 23.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Zubirialle' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Res.pen +5% arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% mind Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +28% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Hate/m.crit +2.00 Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 11 darkness Dmg.mod +4% darkness +3% arcane ----- def ----- Armour +2 Fatigue +3% Resists +5% darkness Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 arcane On Crit.r2 +5 arcane On Hit: 20% Moonlight Ray 3 On Hit: * 5% chance to reduce damage dealt by 14% Metal gloves protecting the hands up to the middle of the lower arm. |
augmenting linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +4% acid +4% lightning +4% cold +5% arcane +4% fire ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
iron helm of dexterity (+3) (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% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +10% blight +17% cold +10% nature A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
steel shield 'Blackspawn' (0 def, 4 armour, 43 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil +1 Mag dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +3% darkness +6% fire +6% cold +7% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
4 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. |
61 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. |
3 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. |
6 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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 of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
flaming pouch of iron shots (14/14, 12-15 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 12.5 - 15.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 14 On Hit.r1 +6 fire Shots are used with slings to pummel your foes to death. |
4 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
6 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 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 BIG FISTS the Higher Brawler level 10
2nd Summertide 122nd year of Ascendancy at 10:03 see stats
The Arena
Unlocked Arena mode.By BIG FISTS the Higher Brawler level 9
5th Mirth 122nd year of Ascendancy at 15:15 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By BIG FISTS the Higher Brawler level 11
1st Flare 122nd year of Ascendancy at 17:55 see stats
Log
You gain 0.20 gold from the transmogrification of cashmere wizard hat (2 def, 0 armour).
You gain 1.85 gold from the transmogrification of dwarven-steel gauntlets of strength (+2) (0 def, 2 armour).
You gain 0.07 gold from the transmogrification of woollen robe (0 def, 0 armour).
You gain 0.07 gold from the transmogrification of woollen robe (0 def, 0 armour).
You gain 1.42 gold from the transmogrification of spellwoven woollen robe of light (+18%) (0 def, 0 armour).
You gain 3.70 gold from the transmogrification of surging yew magestaff of fate (20-24 power, 4 apr, cold element).
You gain 4.87 gold from the transmogrification of cruel ash vilestaff of illumination (15-18 power, 3 apr, darkness element).
You gain 2.08 gold from the transmogrification of ash vilestaff of power (15-18 power, 3 apr, fire element).
You gain 0.50 gold from the transmogrification of ash magestaff (15-18 power, 3 apr, lightning element).
You gain 0.50 gold from the transmogrification of cured leather sling.
You gain 0.50 gold from the transmogrification of vined mindstar (6-6 power, 18 apr, nature damage).
You gain 1.60 gold from the transmogrification of gifted vined mindstar of life (4-4 power, 18 apr, nature damage).
You gain 2.15 gold from the transmogrification of steel mace of persecution (16-22 power, 3 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel mace (28-40 power, 4 apr).
You gain 2.03 gold from the transmogrification of steel longsword of daylight (14-20 power, 3 apr).
You gain 1.60 gold from the transmogrification of steel greatsword of erosion (22-36 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel greatsword (24-38 power, 2 apr).
You gain 1.55 gold from the transmogrification of chilling steel greatmaul of massacre (40-61 power, 2 apr).
You gain 8.39 gold from the transmogrification of dwarven-steel dagger 'Oozebloom' (16-21 power, 7 apr).
You gain 0.70 gold from the transmogrification of steel battleaxe of massacre (31-46 power, 2 apr).
You gain 0.70 gold from the transmogrification of steel battleaxe of massacre (29-44 power, 2 apr).
You gain 0.10 gold from the transmogrification of steel ring.
You gain 0.54 gold from the transmogrification of teleportation rune (range 33; cd 18).
You gain 1.65 gold from the transmogrification of shielding rune of the duelist (absorb 173; dur 3; cd 17).
You gain 1.35 gold from the transmogrification of ethereal rune (power 7; resist 10%; move 31%; dur 5; cd 19).
You gain 0.68 gold from the transmogrification of regeneration infusion (heal 60; 13 cd).
You gain 0.71 gold from the transmogrification of regeneration infusion (heal 73; 16 cd).
You gain 2.02 gold from the transmogrification of movement infusion of the wizard (speed 433%; cd 16).
You gain 1.14 gold from the transmogrification of healing infusion of the warrior (heal 147; cd 10).
There is a ladder to the previous level here (press '' or right click to use).
































































































