Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. 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! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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 | Madness Roguelike |
Sex | Male |
Race | Thalore |
Class | Wyrmic |
Level / Exp | 15 / 35% |
Size | big |
Lifes / Deaths | Killed by Neryta the king cobra at level 15 on the 43rd Dusk 122nd year of Ascendancy at 01:06 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 49 (base 41) |
Dexterity | 19 (base 10) |
Constitution | 29 (base 12) |
Magic | 8 (base 10) |
Willpower | 56 (base 41) |
Cunning | 14 (base 14) |
Resources
Life | -70/775 |
Stamina | 257/257 |
Equilibrium | 85 |
Healing Factor | 1.2524687383468 |
Regeneration | 18.352677871903 |
Speed
Mental | +13.252538333968% |
Attack | +13.252538333968% |
Movement | +12.075717971746% |
Spell | 0% |
Global | +101.4% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 17.342941493866 |
See Invisible | 17.342941493866 |
Offense: Mainhand
Damage | 69 |
Accuracy | 44 |
Crit Chance | 15% |
APR | 1 |
Speed | 0.88 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 17% |
Speed | 0.88298241673941 |
Offense: Damage Bonus
Acid | +3% |
Light | +13% |
Nature | +8% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Fire | +7% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 31.723073231957 (96.438666929426%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 27 |
Physical Save | 38 |
Spell Save | 23 |
Mental Save | 30 |
Defense: Resistances
Lightning | + 32%( 70%) |
Acid | + 12%( 70%) |
Light | + 33%( 70%) |
Nature | + 13%( 70%) |
Cold | + 20%( 70%) |
Physical | + 6%( 70%) |
Fire | + 16%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 297 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.40 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.50 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You failed to protect the lost warrior from death by Nerulaith the slumbering cave bear. Escort: lost warrior (level 2 of Heart of the Gloom) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
On feet | Eilinyldath (0 def, 1 armour) Eilinyldath (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Lck +4 Dex dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Armour +1 Mind.save +6 (+3 eff.) Stealth +6 HP.reg +2.00 A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(113 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | iron helm 'Phoenixquarry' (0 def, 3 armour) iron helm 'Phoenixquarry' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +5% Resists +3% nature +12% cold Phys.save +11 (+4 eff.) HP.reg +2.00 Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 11/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | Frozenbreeze Frozenbreeze0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Con dps ---------- Res.pen +10% cold +10% physical ----- def ----- Phys.save +9 (+3 eff.) Rings make your fingers look great! |
Around waist | monstrous rough leather belt monstrous rough leather belt1.0 T1 belt armor [Ego+] Nature While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | blazebringer's iron greatmaul of enduring (117% power, 1 apr) blazebringer's iron greatmaul of enduring (117% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego++] Nature Power 117% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit.r2 +12 fire While equipped: Stats +9 Con +9 Wil dps ---------- All.spd +1% Res.pen +7% fire ----- def ----- Max.HP +24.00 Massive two-handed mauls. |
On hands | Fogbearer (0 def, 1 armour) Fogbearer (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.crit +1% Phys.pwr +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Armour +1 ---------- misc Max.hate +2.00 Max.psi +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | rejuvenating steel plate armour of lightning resistance (0 def, 9 armour) rejuvenating steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +18% lightning HP.reg +2.10 ---------- misc Stam/turn +0.90 A suit of armour made of metal plates. |
Cloak | Rainquake the linen cloak (1 def, 0 armour) Rainquake the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Melee Ret 10 cold ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Glowbreak Glowbreak0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Resists +6% lightning Spell.save +3 (+1 eff.) Silence- +10% Pinning- +10% ---------- misc Masteries +0.10 Wild-gift/Storm drake aspect Amulets make your neck look great! |
Inventory
copper ring of sensing copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
Galeslicer (110% power, 1 apr) Galeslicer (110% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Arcane Power 110% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +9 fire While equipped: ----- def ----- Resists +3% lightning +3% mind Heal.mod +5% Poison- +20% Pinning- +20% Massive two-handed battleaxes. |
Issylathalin (107% power, 1 apr) Issylathalin (107% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Disrupt Power 107% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Against +7% Unnatural On Hit: * 20% chance to slow global speed by 53% While equipped: Stats +3 Wil ----- def ----- Resists +1% physical Massive two-handed battleaxes. |
iron battleaxe (111% power, 1 apr) iron battleaxe (111% power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 111% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
balanced iron greatmaul of erosion (120% power, 1 apr) balanced iron greatmaul of erosion (120% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Nature/Master Power 121% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+9 eff.) Disarm- +28% Massive two-handed mauls. |
Surefire Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
iron mace (104% power, 2 apr) iron mace (104% power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
River's Fury (125% power, 8 apr) River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd 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 3, doing 3.00 cold damage and 3.00 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. |
Blood-Letter (140% power, 4.5 apr) Blood-Letter (140% power, 4.5 apr)3.0 T3 waraxe 1H weapon Reqs Dex 24 [Unique] Nature/Master Power 141% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Polissra the Shocksmasher Polissra the Shocksmasher1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +12% lightning Res.pen +10% darkness +5% acid On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
grounding rough leather belt of the giants grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% lightning +5% temporal Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) 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. |
miner's pair of rough leather boots (0 def, 2 armour) miner's pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
Aeroruihir (0 def, 1 armour) Aeroruihir (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Crit.mult +15.00% Mind.pwr +10 (+4 eff.) Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Resists +12% light +12% darkness Mind.save +12 (+6 eff.) A cap made of leather. |
Sparkkiller the rough leather cap (0 def, 1 armour) Sparkkiller the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Dex +1 Wil dps ---------- Melee Ret 2 lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Infravis +2 See.Invis +9 A cap made of leather. |
cleansing iron helm of dexterity (+3) (0 def, 3 armour) cleansing iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
rejuvenating iron plate armour of cold resistance (0 def, 7 armour) rejuvenating iron plate armour of cold resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +15% cold HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
133 alchemist agate 133 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 30 turns) sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.0 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. |
Xerotha the brass lantern Xerotha the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +6% mind Acc +20 (+7 eff.) ----- def ----- Phys.save +3 (+1 eff.) Die.at -60.00 life ---------- 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Ulytar' brass lantern 'Ulytar'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Res.pen +5% mind ----- def ----- Resists +3% nature Cut- +20% ---------- misc Light +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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Beeneme the Thalore Wyrmic level 15
33rd Dusk 122nd year of Ascendancy at 12:35 see stats
By Beeneme the Thalore Wyrmic level 12
9th Dusk 122nd year of Ascendancy at 07:57 see stats
By Beeneme the Thalore Wyrmic level 10
6th Mirth 122nd year of Ascendancy at 18:52 see stats
By Beeneme the Thalore Wyrmic level 15
33rd Dusk 122nd year of Ascendancy at 08:19 see stats
Log
Silyda the shadowblade casts Invisibility.
Silyda the shadowblade vanishes from sight.
Talent Dissolve is ready to use.
Neryta the king cobra is no longer suffering from insomnia.
Beeneme HEALS from nature damage!
Melee retaliation hits Neryta the king cobra for 1 mind, 30 cold (31 total damage).
Neryta the king cobra's Beyond the Flesh hits Beeneme for 33 physical, 5 nature, 3 healing (38 total damage) [3 healing].
Beeneme gains 0% of a turn from Ancestral Life.
Neryta the king cobra uses Dual Strike.
Beeneme is pinned to the ground.
Beeneme is stunned!
Melee retaliation hits Neryta the king cobra for 1 mind, 30 cold, 1 mind, 13 cold (45 total damage).
Neryta the king cobra hits Beeneme for 23 physical, 5 darkness, 83 physical, 6 darkness (117 total damage).
Beeneme uses Wing Buffet.
Neryta the king cobra is knocked back!
Beeneme misses Something.
Giant army ant is knocked back!
Beeneme hits Giant army ant for 43 physical, 7 light (50 total damage).
Beeneme hits Neryta the king cobra for (17 to psi shield), 25 physical, 6 light (31 total damage).
Giant army ant uses Infusion: Healing.
Giant army ant receives 97 healing from Infusion: Healing.
Beeneme is dazed!
Beeneme is silenced!
Beeneme is not dazed anymore.
Melee retaliation hits Giant army ant for 1 mind, 15 cold (16 total damage).
Giant army ant hits Beeneme for 0 physical damage.
Neryta the king cobra uses Mindlash.
Neryta the king cobra hits Beeneme for 160 physical damage.
Beeneme the level 15 thalore wyrmic was battered to death by Neryta the king cobra on level 3 of Ruins of Kor'Pul.