
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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.
Possessor Bonus Class 1.7.4Donators/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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. 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:
Earth Mage 1.7.2Adds the Earth Mage as a mage class that combines earth magics with wild gifts. Mana and equilibrium are their resources and their most important stat is Magic followed by Willpower and Constitution. https://github.com/Werekracken/tome-earthmage -- generic -- class Spell / Lapidary: Living Stone - Sustained Liquefaction - Activated Rejuvenation - Activated Cleansing Crystals - Activated ---Changelog v1.0.1 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:
Ignore Race/Class Locks 1.7.0Modifies 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: Items Vault 1.7.0Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Infinite |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Earth Knight |
Level / Exp | 18 / 51% |
Size | medium |
Lifes / Deaths | Killed by naga myrmidon at level 18 on the 3rd Flare 122nd year of Ascendancy at 01:42 / 1 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 38 (base 38) |
Magic | 46 (base 46) |
Willpower | 18 (base 12) |
Cunning | 11 (base 10) |
Resources
Life | -55/632 |
Essence | 10/100 |
Healing Factor | 1.0821360741454 |
Regeneration | 13.256166908282 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 63 |
Accuracy | 53 |
Crit Chance | 16% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 51 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +10% |
Nature | +14% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 50 (90%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 30 |
Physical Save | 26 |
Spell Save | 29 |
Mental Save | 23 |
Defense: Resistances
Acid | -4%( 66%) |
Blight | + 14%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 27%( 70%) |
All | 0%( 70%) |
Lightning | + 11%( 70%) |
Light | + 36%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 8%( 70%) |
Darkness | + 14%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 34% |
Confusion Resistance | 20% |
Teleport Resistance | 13% |
Blind Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (3/4)
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: 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
Spell / Wizard Knight | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Terramorphism | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Terrakinesis | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Spell / Terramancy | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Flexible Combat Training | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Effects
Quests
Proceed directly to the next Infinite Dungeon level in less than 305 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 10): Rush Hour (305)Turns left: 135 You completed the challenge and received: Random Artifact: Camozilagen (15-18 power, 3 apr, fire element) | done |
Proceed directly to the next Infinite Dungeon level in less than 56 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 16): Rush Hour (56)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 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.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +14% nature +3% darkness ----- def ----- Defense +3 (+3 eff.) Resists +3% lightning +6% light +15% cold +21% nature +5% arcane A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +2 Fatigue +3% Resists +3% lightning +12% cold +3% darkness +3% blight HP.reg +3.00 Confus- +20% ---------- misc Stam/turn +0.60 Max.stam +13.00 Unarmed combat: Power 18.5 - 25.9 Physical Uses 0% Dex, 0% Cun, 120% Mag 0% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +24% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 4/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 215 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() 3.0 T4 waraxe 1H weapon [Rare] Arcane Power 34.5 - 48.3 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 87 damage While equipped: dps ---------- Spell.pwr +15 (+5 eff.) S.pwr/crit +6 Dmg.mod +6% cold Res.pen +10% blight ----- def ----- Disease- +20% One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Crit.mult +10.00% ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 43.5 - 52.2 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +144 While equipped: ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +20 (+7 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Max.HP +47.00 ---------- misc Max.stam +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +9 Fatigue +22% Resists +11% blight +11% darkness Max.HP +22.00 ---------- misc Light +1 A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 560% 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. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% arcane On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Resists +3% darkness Die.at -80.00 life ---------- misc Max.stam +30.00 Masteries +0.12 Spell/Terramorphism Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +12% nature +12% blight Poison- +20% Disease- +22% Amulets make your neck look great! |
![]() 5.0 T2 staff 1H weapon [Ego++] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Flexible Weapon Training Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +8 Mag +9 Wil +6 Cun dps ---------- Phys.crit +5.0% Spell.crit +4% Phys.pwr +6 (+2 eff.) Spell.pwr +11 (+3 eff.) S.pwr/crit +6 Dmg.mod +15% temporal Acc +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 1H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Flexible Weapon Training Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Flexible Weapon Training Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Spell.crit +3% Phys.pwr +10 (+3 eff.) Spell.pwr +9 (+3 eff.) Dmg.mod +20% temporal ----- def ----- Defense +7 (+7 eff.) Resists +21% acid ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 84.72 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Master Power 19.0 - 28.5 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +13 (+4 eff.) Apr +9 Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Master Power 31.0 - 46.5 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +16 nature While equipped: dps ---------- Acc +10 (+3 eff.) Melee Ret 6 fire On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Defense +10 (+10 eff.) Resists +3% light +12% fire Disarm- +29% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane Power 25.5 - 40.8 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Arcane/Psionic Power 25.5 - 40.8 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 87 damage Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Master Power 26.5 - 42.4 Physical Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 28.0 - 39.2 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +3% mind Res.pen +10% mind +10% nature On Hit (Melee): * 20% chance to slow global speed by 51% * 10% chance to reduce all saves and defense by 24 ----- def ----- Resists +3% mind Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Arcane/Psionic Power 26.5 - 37.1 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 darkness +8 temporal Against +5% Living While equipped: ----- def ----- Resists +5% temporal Blunt and deadly. |
![]() 4.0 T2 sling 1H weapon [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str +7 Wil +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +10% physical Res.pen +15% arcane Melee Ret 4 temporal ----- def ----- Resists +5% arcane Max.HP +15.00 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+12 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +15% nature +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +9% all ---------- misc Max.mana +32.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% HP.reg +2.70 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Fatigue +16% HP.reg +2.40 ---------- misc Stam/turn +0.60 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 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. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 T1 totem charm [Ego] Nature 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: 267 Base Damage: 104 Armor: 1 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Sherri the Cornac Earth Knight level 9
3rd Mirth 122nd year of Ascendancy at 02:06 see stats
By Sherri the Cornac Earth Knight level 17
1st Flare 122nd year of Ascendancy at 18:08 see stats
By Sherri the Cornac Earth Knight level 13
9th Mirth 122nd year of Ascendancy at 07:53 see stats
By Sherri the Cornac Earth Knight level 10
3rd Mirth 122nd year of Ascendancy at 11:48 see stats
By Sherri the Cornac Earth Knight level 14
9th Mirth 122nd year of Ascendancy at 18:37 see stats
By Sherri the Cornac Earth Knight level 16
3rd Summertide 122nd year of Ascendancy at 16:23 see stats
Log
Sherri HEALS from nature damage!
Sherri receives 232 healing.
Naga myrmidon hits Sherri for (12 withstood), (4 shrugged off), 137 physical, (0 ignored), 0 nature, 1 healing (137 total damage) [1 healing].
Naga myrmidon uses Spit Poison.
Sherri is poisoned!
Sherri HEALS from nature damage!
Naga myrmidon hits Sherri for (8 mitigated), (1 shrugged off), 43 nature, 11 healing (43 total damage) [11 healing].
Sherri HEALS from nature damage!
Naga myrmidon hits Sherri for (3 shrugged off), 105 physical, (0 ignored), 0 nature, 1 healing (105 total damage) [1 healing].
Sherri uses Block.
Sherri HEALS from nature damage!
Poison from Naga myrmidon hits Sherri for (52 blocked), 0 nature, 11 healing (0 total damage) [11 healing].
Naga myrmidon hits Sherri for (125 blocked), 0 physical (0 total damage).
Sherri HEALS from nature damage!
Naga myrmidon hits Sherri for (87 blocked), 0 physical, (6 blocked), 0 nature, 1 healing (0 total damage) [1 healing].
Sherri hits Naga myrmidon for 54 physical, 7 light, 4 nature, 3 physical, 14 physical, 7 light, 8 nature, 7 physical (105 total damage).
Sherri is not stunned anymore.
Sherri HEALS from nature damage!
Poison from Naga myrmidon hits Sherri for (8 mitigated), (1 shrugged off), 43 nature, 11 healing (43 total damage) [11 healing].
Naga myrmidon hits Sherri for (8 mitigated), (2 shrugged off), 84 physical (84 total damage).
Sherri HEALS from nature damage!
Naga myrmidon hits Sherri for (8 mitigated), (2 shrugged off), 68 physical, (0 ignored), 0 nature, 1 healing (68 total damage) [1 healing].
Sherri casts Earth Bolt.
Sherri receives 40 healing.
Sherri hits Naga myrmidon for 65 nature, 57 physical (121 total damage).
Naga myrmidon hits Sherri for (9 withstood), (3 shrugged off), 112 physical (112 total damage).
Sherri the level 18 cornac earth knight was punctured to death by a naga myrmidon on level 16 of Infinite Dungeon.