









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Discordant class (and friends) - enemy edition 1.6.7This is a fork of Rukaneo's Discordant and Friends, itself a fork of Vectorinox's Discordant and Friends. This fork removes the brakes on the original addon by allowing enemies to get all non-customer classes from this addon, and marks some of the most egregiously broken (on enemies) talents as enemy-unusable. Each class should now be a challenge to work around on enemies, rather than being literally unkillable (notably primitive and discordant). ----------- Original from VectorinoxDescriptionsAdd Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold. This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Bonus class: Primitive, master of bump-attack *joke class* ------------- [ Creditshttp://game-icons.net/ Changelog1.0.0:- Initial release Items Vault 1.7.0Donators/Buyers bonus! Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Hollowed 1.7.6Hollowed Embrace your inner teenage angst and become the Hollowed. A cursed class that focuses on enchanting items, teleport procs, and effects. The hollowed is a 2-handed melee user that wears light armor. Has damage mitigation. And enchants their weapon to deal darkness damage. I'm looking for feedback on gameplay and balance, thoughts on what you like/don't like and any suggestions you may have! In the next major update there will be custom sprites for your enchanted gear to wear on the player's equipdoll. Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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:
Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum 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 | Cornac |
Class | Artificer |
Level / Exp | 11 / 6% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 10 on the 15th Dusk 122nd year of Ascendancy at 17:13 1 / 3Killed by Ivathra the deformed warg at level 11 on the 15th Dusk 122nd year of Ascendancy at 20:58 Killed by deformed Sawtree at level 11 on the 15th Dusk 122nd year of Ascendancy at 23:22 |
Primary Stats
Strength | 43 (base 21) |
Dexterity | 13 (base 11) |
Constitution | 27 (base 12) |
Magic | 13 (base 11) |
Willpower | 11 (base 11) |
Cunning | 37 (base 36) |
Resources
Life | 294/294 |
Stamina | 155/155 |
Healing Factor | 1.1940041144966 |
Regeneration | 4.4898367816258 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 67 |
Accuracy | 21 |
Crit Chance | 14% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Fire | +12% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 16.5 (43.579428603723%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 12 |
Physical Save | 24 |
Spell Save | 12 |
Mental Save | 23 |
Defense: Resistances
Cold | + 15%( 70%) |
Acid | + 16%( 70%) |
Fire | + 24%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 154 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 119 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
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
Cunning / Poisons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Armorsmithing | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Imbuing | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Accessory crafting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Toolsmithing | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Experimental imbuing | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Weaponsmithing | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Steamtech / Blacksmith | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Inventory management | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Conversion (+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 |
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 must explore the ruins of Kor'Pul 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 |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Stamina each turn: +0.70 Maximum stamina: +23.00 Crafted by: SMOLECHANSK Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Dex Infravision radius: +1 A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 3 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +24% fire Changes damage: +12% fire Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Stealth bonus: +6 Mental save: +5 (+2 eff.) Spellpower: +2 (+2 eff.) A belt that goes around your waist. |
Main armor | ![]() Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +5 Defense: +3 (+2 eff.) Fatigue: +9% Changes resistances: +16% acid / +15% cold Crafted by: SMOLECHANSK A suit of armour made of mail. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +1 (+1 eff.) Changes stats: +6 Str / +2 Mag / +1 Cun / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 32.0 - 51.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Damage (Melee): +12 nature Crafted by: SMOLECHANSK Massive two-handed swords. |
Inventory
![]() blink rune of the duelist (range 3; phase 12; cd 11) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 11 Travel Speed: instantaneous 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 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shatter afflictions rune of the duelist (absorb 39; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 218 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() cruel elm magestaff of fate (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +6 (+3 eff.) Spell save: +5 (+5 eff.) Mental save: +6 (+3 eff.) Spellpower: +3 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+7 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 2, doing 4.70 cold damage and 4.70 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Stormlash (17-18 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 10.28 to 30.83 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Defense: +8 - +23 Stealth bonus: +5 - +15 Affinity: belt Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Light radius: +2 - +5 Affinity: lite Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +30% nature * +10% - +30% blight Poison immunity: +20% - +50% Disease immunity: +20% - +50% Affinity: amulet Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +15% - +45% blight Changes damage: * +10% - +30% blight Affinity: robes Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 nature Affinity: ammo Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 nature Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% lightning Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes stats: * +1 - +4 Wil * +1 - +4 Mag Affinity: cloak Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Changes resistances: * +15% - +30% mind Changes damage: * +10% - +20% mind Affinity: hat Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: ammo Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +5% - +15% cold * +5% - +15% fire Affinity: head Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Modifies crafted object: Extra effect(s) when activated: * increase all damage penetration by 10% - 30% for 2 turns Affinity: charm Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Maximum life: +30.00 - +60.00 Affinity: cloak Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Fatigue: -4% - -10% Life regen: +1.00 - +5.00 Affinity: amulet Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Melee retaliation: 10 - 30 fire Changes resistances: * +5% - +10% fire Affinity: lite Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes stats: * +2 - +10 Mag Spell save: +5 - +15 Affinity: hat Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: Weapon combat: On hit: * 5 - 20% chance to slow global speed by 40% Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Physical crit. chance: +1.0% - +7.0% Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() iron torque of gale force [power 100] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 lightning damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Deformed Sawtree hits SMOLECHANSK for 60 physical, (6 armor), 8 fire (69 total damage).
SMOLECHANSK uses Infusion: Healing.
SMOLECHANSK stops bleeding.
SMOLECHANSK receives 59 healing from Infusion: Healing.
SMOLECHANSK uses Infusion: Regeneration.
SMOLECHANSK starts regenerating health quickly.
Talent Bandolier Slot 1 is ready to use.
Burning from Deformed Sawtree hits SMOLECHANSK for 9 fire damage.
Ivathra the deformed warg uses Reproach.
Ivathra the deformed warg hits SMOLECHANSK for (3 armor), 4 mind (4 total damage).
Deadly Poison from SMOLECHANSK hits Ivathra the deformed warg for 10 nature damage.
Deformed Sawtree uses Spinal Break.
SMOLECHANSK starts to bleed.
SMOLECHANSK slows down.
SMOLECHANSK stops regenerating health quickly.
SMOLECHANSK deactivates Apply Poison.
Tempest of Metal hits SMOLECHANSK for 15 physical, 14 fire, 11 physical, 6 nature, 14 fire (61 total damage).
Deformed Sawtree hits SMOLECHANSK for 28 physical, (6 armor), 8 fire, 25 physical, (2 armor), 3 nature, (6 armor), 8 fire (74 total damage).
SMOLECHANSK uses his iron torque of gale force (bandolier 1)!
SMOLECHANSK hits Ivathra the deformed warg for 69 physical damage.
Burning from Deformed Sawtree hits SMOLECHANSK for 25 fire damage.
SMOLECHANSK the level 11 cornac artificer was toasted to death by deformed Sawtree on level 3 of Heart of the Gloom.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Burning from Deformed Sawtree killed SMOLECHANSK!
Saving game...
Saving done.