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! Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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:
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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Corruptor |
Level / Exp | 13 / 45% |
Size | medium |
Lifes / Deaths | Killed by Bethomira the brown bear at level 12 on the 4th Dusk 122nd year of Ascendancy at 08:18 1 / 3Killed by thought-forged warrior at level 13 on the 8th Dusk 122nd year of Ascendancy at 08:30 Killed by Salelaith the sick honey tree at level 13 on the 8th Dusk 122nd year of Ascendancy at 09:42 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 14 (base 12) |
Magic | 51 (base 39) |
Willpower | 17 (base 13) |
Cunning | 26 (base 24) |
Resources
Life | 330/330 |
Vim | 125/125 |
Healing Factor | 1.1372895330003 |
Regeneration | 3.6961909822511 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 17 |
Accuracy | 14 |
Crit Chance | 8% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +12% |
Physical | +3% |
Blight | +10% |
Arcane | +10% |
Cold | +6% |
Fire | +20% |
Offense: Damage Penetration
Lightning | +10% |
Light | +10% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 32 |
Mental Save | 22 |
Defense: Resistances
Physical | + 15%( 70%) |
Acid | + 6%( 70%) |
Light | + 12%( 70%) |
Cold | + 13%( 70%) |
Darkness | + 10%( 70%) |
Arcane | + 10%( 70%) |
Fire | + 16%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Bleed Resistance | 10% |
Blind Resistance | 23% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 843% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 52 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 305 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
Corruption / Blood | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Bone Shield |
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 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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | Dourwrack (0 def, 1 armour) Dourwrack (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +1 Spell.save +15 (+8 eff.) Mind.save +3 (+1 eff.) HP.reg +3.00 Heal.mod +10% Disease- +10% Cut- +10% A pair of boots made of leather. |
Light source | Scorpionmortal the brass lantern Scorpionmortal the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Crit.mult +10.00% Melee Ret 2 nature 12 fire ----- def ----- Resists +6% fire Phys.save +6 (+3 eff.) ---------- 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. |
On head | rough leather cap 'Glacierwolf' (0 def, 1 armour) rough leather cap 'Glacierwolf' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold +3% physical Res.pen +10% light Apr +3 ----- def ----- Armour +1 Fatigue +1% Resists +7% cold Die.at -20.00 life ---------- misc Max.stam +30.00 Breathe water A cap made of leather. |
Tool | elm wand of shielding [power 110] (20 cooldown) elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | savior's copper ring of aether (+10%) savior's copper ring of aether (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
Around waist | 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. |
In main hand | Wintertorrent the elm vilestaff (10-12 power, 2 apr, blight element) Wintertorrent the elm vilestaff (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight +15% fire +3% cold Res.pen +5% cold On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +3% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 36.36 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.6 Pwr.cost 20 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 50.18 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Cloak | Kheliyarach the Flashwind (1 def, 0 armour) Kheliyarach the Flashwind (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Dex +2 Mag +2 Con dps ---------- Res.pen +10% lightning +5% cold ----- def ----- Defense +1 (+1 eff.) Crit.chn- 10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Layassra the Kindlecut Layassra the Kindlecut0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +1 Wil dps ---------- Dmg.mod +12% light ----- def ----- Resists +6% acid +3% cold +12% light +10% darkness Blind- +23% Amulets make your neck look great! |
Inventory
copper amulet 'Boryndur' copper amulet 'Boryndur'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Melee Ret 6 physical ----- def ----- Resists +3% blight +3% darkness Crit.chn- 15.00% Amulets make your neck look great! |
Cystkin the elm vilestaff (10-12 power, 2 apr, blight element) Cystkin the elm vilestaff (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Phys.pwr +5 (+5 eff.) Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight +15% physical Res.pen +5% nature Acc +5 (+5 eff.) ----- def ----- Resists +5% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, blight element) elm vilestaff (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm vilestaff of might (12-14 power, 2 apr, blight element) potent elm vilestaff of might (12-14 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +5 (+2 eff.) Dmg.mod +12% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fogcrack Fogcrack1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% acid Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +6% acid +3% cold Mind.save +6 (+3 eff.) Max.HP +43.00 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 +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
pair of iron boots 'Erelisin' (0 def, 3 armour) pair of iron boots 'Erelisin' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Wil +2 Con ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +12.00 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's rough leather cap of dexterity (+3) (0 def, 3 armour) miner's rough leather cap of dexterity (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
iron helm 'Anirand' (0 def, 11 armour) iron helm 'Anirand' (0 def, 11 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Res.pen +5% physical ----- def ----- Armour +11 Fatigue +5% Resists +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Falogadar' (0 def, 3 armour) iron helm 'Falogadar' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Armour +3 Fatigue +5% Resists +3% mind ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 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. |
5 spinel 5 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. |
10 ametrine 10 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. |
7 zircon 7 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. |
143 alchemist agate 143 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. |
Chamutar the Firespiker Chamutar the Firespiker2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind +3% fire Res.pen +25% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Resists +3% mind Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +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. |
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. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Sunfist the iron pickaxe (dig speed 38 turns) Sunfist the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% light +6% arcane Res.pen +15% arcane ----- def ----- Resists +11% nature +3% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Achievements
By as the Cornac Corruptor level 10
2nd Mirth 122nd year of Ascendancy at 11:37 see stats
By as the Cornac Corruptor level 10
3rd Mirth 122nd year of Ascendancy at 03:06 see stats
By as the Cornac Corruptor level 10
10th Mirth 122nd year of Ascendancy at 20:08 see stats
Log
Salelaith the sick honey tree uses Mind Sear.
Salelaith the sick honey tree's mind surges with critical power!
Salelaith the sick honey tree converts some damage to Psi!
as hits Thought-forged warrior for 83 blight damage.
as hits Salelaith the sick honey tree for 9 to psi, 12 fire (21 total damage).
Bone Spike hits Salelaith the sick honey tree for 5 to psi, 7 physical (12 total damage).
Salelaith the sick honey tree hits as for 338 mind damage.
as the level 13 cornac corruptor was psyched to death by Salelaith the sick honey tree on level 2 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.
as killed Thought-forged warrior!
Salelaith the sick honey tree killed as!
Saving game...
Saving done.
Resting starts...
Talent Blood Spray is ready to use.
Talent Virulent Disease is ready to use.
Talent Soul Rot is ready to use.
Talent Drain is ready to use.
Talent Rune: Shielding is ready to use.
Talent Bone Shield is ready to use.
As activates Bone Shield.
Talent Corrupted Negation is ready to use.
Talent Curse of Death is ready to use.
Talent Burning Hex is ready to use.
Talent Overkill is ready to use.
Talent Dark Ritual is ready to use.
Rested for 29 turns (stop reason: all resources and life at maximum).