Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Improved Auto-explore and Rest vNext 1.7.6Quality of Life improvements for resting and auto-exploring. All credit to improved-restauto & the many authors who actually wrote this. 0.0.1: - Tweak Player.lua code to match latest code from upstream - Remove Restart Sustains compatibility which really just dropped this Mods entire reason for existing - Remove PartyLore which did nothing different than upstream, but lost some functionality - Update PlayerExplore from upstream See "improved-restauto" http://forums.te4.org/viewtopic.php?f=50&t=44401 for orig version 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. 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: Turn Log Separator 1.7.6增加回合切换的日志提醒,仅在战斗中生效。在游戏选项-插件界面。 Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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:
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 | Ghoul |
Class | Reaver |
Level / Exp | 13 / 63% |
Size | medium |
Lifes / Deaths | Killed by elven mage at level 13 on the 40th Dusk 122nd year of Ascendancy at 08:51 / 1 |
Primary Stats
Strength | 29 (base 19) |
Dexterity | 18 (base 11) |
Constitution | 25 (base 10) |
Magic | 40 (base 38) |
Willpower | 15 (base 10) |
Cunning | 29 (base 20) |
Resources
Life | -1/400 |
Vim | 57/225 |
Healing Factor | 1.1245178243369 |
Regeneration | 1.4056472804211 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 23 |
Accuracy | 30 |
Crit Chance | 9% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 15 |
Accuracy | 30 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Blight | +51% |
Mind | +3% |
Light | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Temporal | +15% |
Blight | +10% |
Physical | +15% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 17.335093952971 (47.857809501309%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 18 |
Physical Save | 25 |
Spell Save | 19 |
Mental Save | 26 |
Defense: Resistances
Nature | + 3%( 70%) |
Acid | + 8%( 70%) |
Lightning | + 5%( 70%) |
Cold | + 5%( 70%) |
Mind | + 6%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 21% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Instadeath Resistance | 100% |
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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Plague | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 failed to protect the lost sun paladin from death by Glekira the degenerated skeleton warrior. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
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 Cunning by +5. | 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 talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Str +3, Dex +1, Mag +1 defense ------ Armor +5 Resistance +5% acid, +6% fire +3% nature, +5% cold +5% arcane, +5% lightning Physical save +3 (+2 eff.) A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +6% light, +21% blight Ignore resists +10% blight, +15% temporal When Hit 12 fire defense ------ Resistance +6% fire other ------- 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 | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Con +3 offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +5% Physical save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats Dex +2 offense ------ Accuracy +11 (+6 eff.) defense ------ Armor +1 Fatigue +1% Life Regen +1.00 other ------- Stamina/turn +0.50 Max stamina +12.00 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 | ![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +10% mind When Hit 4 arcane On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Resistance +3% mind Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats Cun +1, Wil +3 offense ------ Critical power +15.00% Damage +3% mind defense ------ Resistance +3% mind Mind save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats Cun +2 defense ------ Defense +4 (+2 eff.) Mind save +6 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Dex +3, Con +3 offense ------ Ignore resists +10% mind, +15% physical defense ------ Armor +2 Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Str +1, Mag +1 offense ------ Spell Crit +13% Critical power +6.00% Spellpower +10 (+3 eff.) Damage +18% blight Ignore resists +15% acid defense ------ Resistance +3% acid Crit Resistance 10.00% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego++] Nature/Master While equipped: Stats Wil +4, Cun +3, Con +1 offense ------ Mindpower +4 (+2 eff.) Against +15% Summoned defense ------ Resist Against +15% Summoned Mind save +6 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T1 staff 1H weapon [Ego] Arcane Weapon Damage 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +5 (+1 eff.) Damage +12% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cloak | ![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 225 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 104 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+4 eff.) Ignore Armor +7 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Master Weapon Damage 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +12 lightning On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Con +2 offense ------ Physical Crit +11.0% Physical Power +7 (+3 eff.) other ------- See Invisibility +6 Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Arcane Weapon Damage 16.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-Hit, radius 1 +20 blight On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage While equipped: offense ------ Spellpower/crit +10 defense ------ Resistance +3% blight other ------- Vim-on-crit +1.00 Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +9 light Damage Against +14% Undead Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +20 light While equipped: offense ------ Damage +15% acid, +6% light +3% lightning Accuracy +5 (+3 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +22% other ------- Light +1 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +3.0% Attack Speed 100% Ignore Shields +10% On-hit +7 cold Sharp, long, and deadly. |
![]() 4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Normal] Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +6.00% Spellpower +3 (+1 eff.) Damage +10% light, +12% fire Ignore resists +10% nature When Hit 2 fire defense ------ Resistance +9% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% blight defense ------ Defense +5 (+2 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 94.07 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. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On Hit: 10% Arcane Vortex level 2 Uses 2.0 Steam While equipped: Stats Mag +2 offense ------ Spellpower +7 (+2 eff.) Damage +5% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 light Damage Against +7% Undead While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +20% One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 light Damage Against +5% Undead On-Hit, radius 1 +5 fire One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego+] Psionic Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 darkness Damage Against +5% Living On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Ignore Shields +10% On-crit, radius 2 +20 acid, +4 physical While equipped: offense ------ Ignore resists +10% acid When Hit 2 physical defense ------ Defense +10 (+5 eff.) One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature/Disrupt While equipped: defense ------ Resistance +5% acid, +6% blight Life +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Nature While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Resistance +6% lightning, +6% temporal Mind save +6 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Damage +11% blight, +6% arcane +6% light Ignore resists +20% fire defense ------ Resistance +11% blight, +7% all other ------- Mana/turn +0.12 Max vim +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Arcane/Psionic While equipped: Stats Mag +5, Wil +5 offense ------ Damage +14% blight defense ------ Resistance +14% blight, +15% all other ------- Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +1 Resistance +6% lightning, +5% temporal other ------- Stamina/turn +0.40 Max stamina +13.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Master/Psionic While equipped: Stats Dex +3 offense ------ On-Hit 7 mind Damage +4% mind Accuracy +10 (+5 eff.) On-Hit (Melee): * 20% chance to slow global speed by 43% defense ------ Armor +2 Resistance +6% acid, +7% mind +3% light Life Regen +3.00 other ------- Stamina/turn +0.70 Max stamina +15.00 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. |
![]() 1.0 Encumbrance T4 hands armor [Ego] Nature While equipped: offense ------ On-Hit 8 nature Damage +3% nature defense ------ Armor +3 Resistance +5% nature 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Dex +3 offense ------ Physical Power +5 (+2 eff.) Ignore resists +5% mind, +15% arcane defense ------ Armor +3 Fatigue +1% Physical save +3 (+2 eff.) Unlife -20.00 life other ------- Infravision +1 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +9 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% arcane Spell save +11 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% cold, +10% light +11% darkness A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +15% cold, +11% light +11% darkness A suit of armour made of mail. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 acid When Hit 6 acid defense ------ Armor +4 Fatigue +8% Resistance +17% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +5 Fatigue +8% Resistance +11% nature, +12% blight other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +5 (+3 eff.) other ------- Light +5 See Stealth +6 See Invisibility +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. |
![]() 2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 11 fire defense ------ Resistance +6% fire other ------- 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. |
![]() 2.0 Encumbrance T1 lite [Ego+] Arcane/Psionic While equipped: defense ------ Resistance +5% cold, +5% temporal Mind save +5 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% other ------- Light +3 See Stealth +7 See Invisibility +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. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Nature/Master Weapon Damage 23.0 - 27.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 18 On-ranged-hit +15 fire On-crit, radius 2 +6 fire Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Xorith the Ghoul Reaver level 10
8th Dusk 122nd year of Ascendancy at 05:19 see stats
By Xorith the Ghoul Reaver level 9
4th Dusk 122nd year of Ascendancy at 21:43 see stats
By Xorith the Ghoul Reaver level 5
4th Flare 122nd year of Ascendancy at 15:18 see stats
Log
Elven mage's Earthen Missiles hits Xorith for (54 to bones), 0 physical, 11 physical (11 total damage).
Elven mage's Earthen Missiles hits Xorith for 54 physical, 11 physical (66 total damage).
------Player Action Start------
Xorith casts Bone Grab.
Xorith's spell attains critical power!
Elven mage vanishes from sight.
Elven mage deactivates Secrets of the Eternals.
Elven mage is pinned by a bone spike.
Xorith hits Elven mage for 66 physical damage.
------Player Action End------
Elven mage casts Shock.
------Game Turn Changed!------
Carrion worm mass misses Elven mage.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 21.
Xorith resists!
Elven mage's Shock hits Xorith for 77 lightning damage.
Elven mage casts Timeless.
Elven mage is no longer pinned.
------Game Turn Changed!------
------Player Action Start------
Carrion worm mass misses Something.
Carrion worm mass misses Something.
------Player Action End------
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 18.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 18.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 18.
Elven mage's Earthen Missiles hits Xorith for 65 physical, 14 physical (79 total damage).
Elven mage's Earthen Missiles hits Xorith for 65 physical, 14 physical (79 total damage).
Elven mage's Earthen Missiles hits Xorith for 65 physical, 14 physical (79 total damage).
Xorith the level 13 ghoul reaver was splattered to death by an elven mage on level 1 of Rhaloren Camp.