
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | No Ambient Sounds 1.7.5Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting. Enjoy the sweet sound of silence~ https://github.com/sandertyu/tome-no-ambient-sounds ---Changelog--- Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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 | Normal Roguelike |
Sex | Female |
Race | Dwarf |
Class | Berserker |
Level / Exp | 20 / 71% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 20 on the 10th Voratun 123rd year of Ascendancy at 06:23 / 1 |
Primary Stats
Strength | 61 (base 35) |
Dexterity | 30 (base 22) |
Constitution | 52 (base 42) |
Magic | 12 (base 10) |
Willpower | 25 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | -16/782 |
Stamina | 194/224 |
Healing Factor | 1.499329218765 |
Regeneration | 23.490810968217 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
Offense: Mainhand
Damage | 107 |
Accuracy | 54 |
Crit Chance | 12% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9.5 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Light | +10% |
Cold | +15% |
Darkness | +6% |
Physical | +9% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Acid | +15% |
Physical | +7% |
All | 0% |
Defense: Base
Armour (hardiness) | 13 (57.155997060385%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 22 |
Mental Save | 16 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 16%( 70%) |
Physical | + 14%( 70%) |
Cold | + 40%( 70%) |
All | + 7%( 70%) |
Lightning | + 18%( 70%) |
Light | + 35%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 27%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 16%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 24% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 4 light, 3 temporal, 3 fire, 3 nature, 4 cold |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Superiority | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| 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. | active |
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 lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You failed to protect the repented thief from death by snow giant chieftain. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bloated horror heart. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed hummerhorn wing. | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Wil +4, Cun +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature, +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 Encumbrance T1 arrow ammo [Ego] Nature Weapon Damage 104% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 20 On-ranged-hit +9 nature, +15 lightning On-crit, radius 2 +9 lightning Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Armor +3 Fatigue +1% Resistance +6% lightning, +6% temporal +3% nature Crit Resistance 5.00% Life +20.00 Disarm Resist +20% A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Ignore resists +10% blight defense ------ Resistance +3% acid, +6% cold, +6% mind +3% darkness Create a shield absorbing up to 404 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats Con +1 defense ------ Spell save +11 (+6 eff.) Life Regen +2.00 Stun Resist +21% other ------- Max stamina +11.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats Mag +4, Wil +5 offense ------ Spellpower +7 (+2 eff.) Accuracy +7 (+3 eff.) Ignore Armor +7 defense ------ Defense +8 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Disrupt/Master While equipped: Stats Dex +5, Cun +4, Lck +7 offense ------ Ignore resists +10% acid On-Hit (Melee): * 20 arcane resource burn * 10% chance to reduce armor by 15% defense ------ Resistance +13% acid, +6% temporal +10% blight, +9% cold +6% lightning, +10% fire Stealth +12 other ------- Disarm Traps +16 Infravision +3 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego++] Master Weapon Damage 146% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Str +3 offense ------ Damage +9% physical Ignore resists +7% physical Accuracy +24 (+8 eff.) Ignore Armor +10 Massive two-handed swords. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats Wil +3 offense ------ Damage +12% acid, +3% mind +6% darkness Ignore resists +5% acid defense ------ Armor +2 Life Regen +7.00 other ------- Stamina/turn +1.30 Max stamina +18.00 Max psi +40.00 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 | ![]() 9.0 Encumbrance T2 light armor [Ego++] Nature/Master While equipped: Stats Str +5 defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +11% darkness, +7% physical Life +30.00 Life Regen +3.00 Healmod +11% other ------- Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats Str +1, Con +1 defense ------ Defense +7 (+3 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Str +4 defense ------ Resistance +15% mind Confus Resist +24% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +5.0% Attack Speed 100% Ignore Shields +16% While equipped: Stats Cun +3 offense ------ Accuracy +10 (+4 eff.) defense ------ Defense +10 (+4 eff.) Disarm Resist +32% other ------- Psi when Hit +0.08 Max hate +6.00 Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight, +20 fire While equipped: Stats Mag +5 defense ------ Resistance +10% blight, +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 116% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats Dex +3, Wil +8, Con +7 offense ------ Combat Speed +10% Accuracy +5 (+2 eff.) defense ------ Life +29.00 Sharp, short and deadly. |
![]() 0.1 Encumbrance T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Weapon Damage 131% Range: 1.0x-1.6x Uses 10% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+2 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 144% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Mag +6, Wil +5 offense ------ Spellpower +10 (+2 eff.) Accuracy +10 (+4 eff.) defense ------ Defense +10 (+4 eff.) Disarm Resist +28% Massive two-handed swords. |
![]() 4.0 Encumbrance T3 longbow 2H weapon [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats Str +9, Dex +9, Mag +9 Wil +12, Cun +12, Con +8 offense ------ Ignore resists +20% arcane defense ------ Resistance +5% arcane, +3% temporal Spell save +15 (+8 eff.) Unlife -40.00 life Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 longbow 2H weapon [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +9 cold While equipped: Stats Str +5 offense ------ Physical Power +8 (+3 eff.) Damage +17% cold Longbows are used to shoot arrows at your foes. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Con +4 offense ------ Spell Crit +2% Spellpower +11 (+3 eff.) Damage +15% darkness defense ------ Life Regen +0.70 Healmod +11% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 131% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Mag +2, Wil +2 offense ------ Spell Crit +3% Spellpower +15 (+4 eff.) Damage +26% physical other ------- Max mana +25.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +12% light defense ------ Resistance +18% light, +9% all Mind save +17 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Damage +12% mind defense ------ Resistance +12% mind, +7% all Spell save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% cold defense ------ Resistance +9% all, +15% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 Encumbrance T3 heavy armor [Ego++] Master/Psionic While equipped: Stats Cun +3, Wil +5 defense ------ Armor +13 Defense +3 (+1 eff.) Fatigue +6% Physical save +5 (+2 eff.) Mind save +12 (+8 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Life +28.00 Life Regen +3.00 Healmod +13% A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +12% light, +12% darkness +6% arcane Spell save +12 (+6 eff.) A suit of armour made of leather. |
![]() 7.0 Encumbrance T3 shield armor [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Cun +1, Mag +1 offense ------ Damage +13% light, +12% darkness On shield block: * Deals 15 light and fire damage to each enemy blocked defense ------ Armor +6 Fatigue +8% Resistance +9% fire, +19% light +11% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T3 arrow ammo [Ego] Master Weapon Damage 154% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +10 Critical Rate +2.0% Capacity 18 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats Cun +2, Con +1 defense ------ Armor +4 Defense +20 (+7 eff.) Physical save +18 (+8 eff.) Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gunnel 1 the Dwarf Berserker level 12
8th Dearth 122nd year of Ascendancy at 23:02 see stats
By Gunnel 1 the Dwarf Berserker level 19
2nd Gold 123rd year of Ascendancy at 13:10 see stats
By Gunnel 1 the Dwarf Berserker level 10
11st Wealth 122nd year of Ascendancy at 07:05 see stats
By Gunnel 1 the Dwarf Berserker level 20
3rd Gold 123rd year of Ascendancy at 08:43 see stats
By Gunnel 1 the Dwarf Berserker level 18
7th Steel 123rd year of Ascendancy at 23:28 see stats
By Gunnel 1 the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 07:34 see stats
By Gunnel 1 the Dwarf Berserker level 12
22nd Loss 122nd year of Ascendancy at 17:07 see stats
By Gunnel 1 the Dwarf Berserker level 20
12nd Stralite 123rd year of Ascendancy at 15:37 see stats
By Gunnel 1 the Dwarf Berserker level 19
3rd Gold 123rd year of Ascendancy at 07:19 see stats
Log
LIFE LOST WARNING!
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Gunnel 1 uses Infusion: Wild.
Gunnel 1 lessens the pain.
Gunnel 1 casts Rune: Prismatic.
Gunnel 1 summons a prismatic shield for protection!
Gunnel 1 is recovering from the damage!
Something hits Gunnel 1 for (42 to prism), 0 cold, 186 darkness (186 total damage).
A piece of the soul of Gunnel 1 is torn apart by Impending Doom!
Impending Doom from Celia hits Gunnel 1 for (28 to prism), 0 cold, 28 darkness (28 total damage).
Bane of Blindness from Celia hits Gunnel 1 for 38 darkness damage.
Something misses Gunnel 1.
Something hits Gunnel 1 for (42 to prism), 0 cold (0 total damage).
Gunnel 1 uses Infusion: Healing.
Gunnel 1 receives 120 healing from Infusion: Healing.
Impending Doom from Celia hits Gunnel 1 for (28 to prism), 0 cold, 28 darkness (28 total damage).
Bane of Blindness from Celia hits Gunnel 1 for 38 darkness damage.
Something hits Gunnel 1 for 38 cold damage.
Gunnel 1 is freed from the rigor mortis.
Impending Doom from Celia hits Gunnel 1 for 25 cold, 25 darkness (51 total damage).
Bane of Blindness from Celia hits Gunnel 1 for 33 darkness damage.
Something hits Gunnel 1 for 38 cold damage.
Something hits Gunnel 1 for 208 cold damage.
Gunnel 1 the level 20 dwarf berserker was frozen and shattered into a million little shards to death by Celia on level 2 of Last Hope Graveyard.