Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Wanderer5in1 |
Level / Exp | 20 / 15% |
Size | medium |
Lifes / Deaths | Killed by Salewe the green ooze at level 20 on the 80th Haze 122nd year of Ascendancy at 00:10 / 1 |
Primary Stats
Strength | 21 (base 12) |
Dexterity | 27 (base 12) |
Constitution | 12 (base 12) |
Magic | 72 (base 48) |
Willpower | 17 (base 12) |
Cunning | 15 (base 12) |
Resources
Mana | 119/249 |
Psi | 107/107 |
Vim | 111/176 |
Life | -18/672 |
Positive | 87/107 |
Paradox | 309 |
Healing Factor | 1.2291526171258 |
Regeneration | 11.000915923275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
See Invisible | 6 |
Offense: Mainhand
Damage | 31 |
Accuracy | 32 |
Crit Chance | 10% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Physical | +20% |
Darkness | +3% |
Light | +10% |
Arcane | +18% |
Offense: Damage Penetration
Lightning | +29% |
Physical | +44% |
All | +19% |
Defense: Base
Armour (hardiness) | 26 (51.69962066283%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 26 |
Mental Save | 20 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 23%( 70%) |
All | 0%( 70%) |
Lightning | + 3%( 70%) |
Light | + 30%( 70%) |
Darkness | + 6%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 43% |
Bleed Resistance | 20% |
Confusion Resistance | 20% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +5. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed red crystal shard. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed ritch stinger. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
Psionic focus | Glariwe the Pusmalice (162% power, 3 apr) Glariwe the Pusmalice (162% power, 3 apr)3.0 T4 greatsword 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 163% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +4 blight +12 cold On Hit.r1 +21 fire While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Res.pen +19% all Phasing +10% Acc +17 (+8 eff.) Apr +13 Melee Ret 6 arcane ----- def ----- Resists +6% nature Massive two-handed swords. |
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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Doursear (0 def, 4 armour) Doursear (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Dex +1 Mag dps ---------- Crit.mult +20.00% Dmg.mod +3% darkness Res.pen +25% physical ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Xerothra (0 def, 3 armour) Xerothra (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +10 Lck +5 Dex ----- def ----- Armour +3 Stealth +7 Max.HP +100.00 Cut- +20% Confus- +20% Stun/Frz- +20% A pair of boots made of leather. |
Tool | Aerotir the iron torque of psionic shield [power 23] (25 cooldown) Aerotir the iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Mag dps ---------- Crit.mult +10.00% Spell.pwr +10 (+3 eff.) S.pwr/crit +4 ---------- misc Mana/turn +0.04 Vim/s.crit +1.00 Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring of perseverance steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
On fingers | warrior's gold ring of aether (+12%) warrior's gold ring of aether (+12%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +10 Resists +12% arcane Rings make your fingers look great! |
Around neck | steel amulet 'Growwire' steel amulet 'Growwire'0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag ----- def ----- Resists +3% lightning +5% arcane +15% cold +3% nature +3% acid ---------- misc See.Invis +6 Amulets make your neck look great! |
In main hand | Berothel the Cloudsnake (120% power, 4 apr, physical element) Berothel the Cloudsnake (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% physical Res.pen +10% lightning ----- def ----- HP.reg +2.00 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | drakeskin leather gloves of spellstriking (0 def, 3 armour) drakeskin leather gloves of spellstriking (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 8 arcane Dmg.mod +6% arcane ----- def ----- Armour +3 Resists +4% arcane Unarmed combat: Power 128% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +12 arcane On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | Voidwaker Voidwaker1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +6 Lck ----- def ----- Defense +5 (+2 eff.) Resists +3% blight +6% darkness Mind.save +6 (+3 eff.) Stealth +6 Max.HP +80.00 Knockbk- +10% ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
Cloak | 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. |
Main armor | troll-hide cured leather armour of the deep (6 def, 6 armour) troll-hide cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +7% acid +8% cold Max.HP +40.00 HP.reg +4.70 Heal.mod +11% ---------- misc Breathe water A suit of armour made of leather. |
Inventory
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of luminosity steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 17 light Ranged+ 14 light Dmg.mod +12% light Rings make your fingers look great! |
vined mindstar (88% power, 18 apr, nature damage) vined mindstar (88% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steel waraxe (105% power, 3 apr) steel waraxe (105% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
hardened leather belt 'Pyrestreaker' hardened leather belt 'Pyrestreaker'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light +12% fire Res.pen +10% mind +20% fire ----- def ----- Resists +7% lightning +7% temporal +6% fire A belt that goes around your waist. |
woollen robe (0 def, 0 armour) woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Poryna the Dayguile (0 def, 3 armour) Poryna the Dayguile (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light Res.pen +25% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Resists +8% lightning +8% temporal +6% blight Spell.save +6 (+3 eff.) A pair of boots made of leather. |
Olelathandil (0 def, 14 armour) Olelathandil (0 def, 14 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +12% temporal Res.pen +5% temporal Acc +5 (+3 eff.) ----- def ----- Armour +14 Fatigue +3% ---------- misc Infravis +3 See.Invis +6 A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
dwarven-steel plate armour of Eyal (0 def, 11 armour) dwarven-steel plate armour of Eyal (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Max.HP +20.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of metal plates. |
5 agate 5 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. |
139 alchemist agate 139 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. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
pouch of dwarven-steel shots of accuracy (18/18, 137% power, 3 apr) pouch of dwarven-steel shots of accuracy (18/18, 137% power, 3 apr)3.0 T3 shot ammo [Ego] Master Power 137% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +5.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
8 zircon 8 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 Randy 5 the Cornac Wanderer5in1 level 20
74th Haze 122nd year of Ascendancy at 02:04 see stats
By Randy 5 the Cornac Wanderer5in1 level 15
38th Haze 122nd year of Ascendancy at 12:00 see stats
By Randy 5 the Cornac Wanderer5in1 level 19
73rd Haze 122nd year of Ascendancy at 12:58 see stats
By Randy 5 the Cornac Wanderer5in1 level 20
73rd Haze 122nd year of Ascendancy at 22:07 see stats
By Randy 5 the Cornac Wanderer5in1 level 10
2nd Mirth 122nd year of Ascendancy at 16:13 see stats
By Randy 5 the Cornac Wanderer5in1 level 20
73rd Haze 122nd year of Ascendancy at 21:26 see stats
By Randy 5 the Cornac Wanderer5in1 level 7
78th Pyre 122nd year of Ascendancy at 06:53 see stats
By Randy 5 the Cornac Wanderer5in1 level 20
74th Haze 122nd year of Ascendancy at 02:04 see stats
By Randy 5 the Cornac Wanderer5in1 level 10
56th Dusk 122nd year of Ascendancy at 05:31 see stats
By Randy 5 the Cornac Wanderer5in1 level 18
60th Haze 122nd year of Ascendancy at 22:38 see stats
Log
Randy 5 hits Sand-drake for 110 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Randy 5 starts suffocating to death!
Randy 5 is suffocating.
Your shield crumbles under the damage!
The shield around Randy 5 crumbles.
Unstable sand tunnel hits Randy 5 for (102 absorbed), 58 physical (58 total damage).
Gigantic gravity worm casts Gravity Well.
Red jelly slows down.
Salewe the green ooze slows down.
Gigantic gravity worm's gravity area effect hits Salewe the green ooze for 32 physical damage.
Gigantic gravity worm's gravity area effect hits Red jelly for 32 physical damage.
Randy 5 misses Something.
The unstable sand tunnel collapses!
Unstable sand tunnel hits Something for 260 physical damage.
Gigantic gravity worm retunes the fabric of spacetime.
Gigantic gravity worm's gravity area effect hits Something for 32 physical damage.
Randy 5 misses Something.
Spacetime feels more stable.
Gigantic gravity worm's gravity area effect hits Something for 32 physical damage.
Something performs a melee critical strike against Randy 5!
Randy 5 starts to bleed.
Randy 5's Bone Spear is disrupted by his wounds!
Randy 5 is poisoned!
Randy 5 slows down.
Something hits Randy 5 for (117 to bones), 0 nature, 66 nature (66 total damage).
Randy 5 the level 20 cornac wanderer5in1 was slimed to death by Salewe the green ooze on level 1 of Sandworm lair.