










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! Items Vault 1.7.6Donators/Buyers bonus! 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 Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 13 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 11 on the 4th Mirth 122nd year of Ascendancy at 00:09 0 / 5Killed by worm that walks at level 11 on the 4th Mirth 122nd year of Ascendancy at 01:05 Killed by worm that walks at level 11 on the 4th Mirth 122nd year of Ascendancy at 02:15 Killed by Heyzeus at level 13 on the 9th Flare 122nd year of Ascendancy at 01:55 Killed by Heyzeus at level 13 on the 1st Dusk 122nd year of Ascendancy at 02:59 |
Primary Stats
| Strength | 48 (base 37) |
| Dexterity | 16 (base 11) |
| Constitution | 32 (base 30) |
| Magic | 10 (base 10) |
| Willpower | 29 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | -29/470 |
| Stamina | 184/184 |
| Healing Factor | 1.4224420161895 |
| Regeneration | 10.962340088974 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 38.365053558023 |
| See Invisible | 40.365053558023 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 34 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Light | +10% |
| Darkness | +9% |
| Cold | +4% |
| Mind | +6% |
| Fire | +6% |
Offense: Damage Penetration
| Acid | +15% |
| Fire | +10% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 36.723073231957 (96.438666929426%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 17 |
| Physical Save | 38 |
| Spell Save | 25 |
| Mental Save | 22 |
Defense: Resistances
| Light | + 39%( 70%) |
| Nature | + 26%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 31%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Confusion Resistance | 24% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| 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. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 137 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 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 |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Wrathroot. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower 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 |
Equipment
| On feet | pair of rough leather boots 'Ashwild' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +15% acid ----- def ----- Armour +3 Resists +6% light +3% nature ---------- misc Infravis +1 A pair of boots made of leather. |
| Light source | 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.(83 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eremyhek the Lavaspike (dig speed 29 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Res.pen +10% mind +10% fire ----- def ----- Defense +5 (+5 eff.) Fatigue -5% Resists +2% physical Phys.save +9 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +6 See.Invis +8 Rings make your fingers look great! |
| On fingers | mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -5% Mind.save +6 (+3 eff.) Confus- +24% ---------- misc Max.enc +21 Rings make your fingers look great! |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | flaming dwarven-steel greatmaul of massacre (54-81 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane/Master Power 54.0 - 81.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed mauls. |
| On hands | polar iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dwarven-steel plate armour 'Ebonywish' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Dmg.mod +6% mind +9% darkness ----- def ----- Armour +11 Fatigue +22% Resists +3% cold +5% physical Phys.save +15 (+6 eff.) A suit of armour made of metal plates. |
| Cloak | linen cloak 'Shockmaim' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +18% lightning +3% fire Melee Ret 4 lightning ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +3 Dex +2 Con ----- def ----- Phys.save +5 (+2 eff.) Max.HP +30.00 HP.reg +2.00 Amulets make your neck look great! |
Inventory
shielding rune of the titan (absorb 251; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 251 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +25 Rings make your fingers look great! |
acidic steel battleaxe (22-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 21.5 - 32.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
enhanced steel dagger of erosion (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 nature While equipped: Stats +4 Str +5 Dex +5 Mag +4 Wil +4 Cun +4 Con Sharp, short and deadly. |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+8 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
warbringer's steel greatsword of amnesia (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Master/Psionic Power 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +12% physical ----- def ----- Disarm- +14% Massive two-handed swords. |
inquisitor's steel longsword of massacre (20-27 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Disrupt/Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Deals 38 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
steel mace (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
throat-seeking cured leather sling of dampening4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +6% nature ----- def ----- Resists +8% acid +8% lightning +7% cold +7% fire +3% all Spell.save +9 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
infernal ash starstaff of greater warding (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +15.00% Spell.pwr +10 (+10 eff.) Melee+ 15 fire Dmg.mod +15% darkness ----- def ----- Armour +6 Defense +7 (+7 eff.) ---------- misc See.Invis +6 Wards +3 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff of breaching (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego+] Arcane 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 (+3 eff.) Dmg.mod +10% light Res.pen +5% light ---------- misc Mana/turn +0.10 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel waraxe of massacre (22-31 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +23% One-handed war axes. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+8 eff.) Stealth +6 A belt that goes around your waist. |
grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal Max.HP +32.00 A belt that goes around your waist. |
hardened leather belt 'Quenchslicer'1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Mind.pwr +4 (+2 eff.) Res.pen +5% mind +5% cold ----- def ----- Resists +6% cold Phys.save +7 (+3 eff.) ---------- misc Hate/m.crit +3.00 A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven woollen robe of light (+24%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+3 eff.) Dmg.mod +16% light ----- def ----- Resists +24% light +9% all Spell.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of darkness (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +18% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +6 (+6 eff.) Melee+ 4 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
grounding iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +7 Fatigue +22% HP.reg +2.30 ---------- misc Stam/turn +0.60 A suit of armour made of metal plates. |
rejuvenating steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% HP.reg +2.90 ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
warded steel shield of physical resistance (+10%) (0 def, 4 armour, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +10% physical ---------- misc Wards +4 lightning +4 temporal +5 darkness +3 fire +4 nature +3 blight +3 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
6 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. |
2 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. |
3 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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
7 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. |
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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
acidic pouch of steel shots of vileness (15/15, 21-25 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Ranged+ +7 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 6 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
focusing ash totem of summon tentacle [power 145] (25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 335 Base Damage: 152 Armor: 7 All Resist: 9 Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
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. |
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. |
5 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 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
Level 10
Got a character to level 10.By Heyzeus the Cornac Berserker level 10
2nd Mirth 122nd year of Ascendancy at 22:01 see stats
Log
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 2 turns (stop reason: suffocating).
Heyzeus is recovering from the damage!
Unstable sand tunnel hits Heyzeus for 121 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Heyzeus starts suffocating to death!
Ran for 2 turns (stop reason: detrimental status effect).
Heyzeus is suffocating.
Unstable sand tunnel hits Heyzeus for 94 physical damage.
Heyzeus uses Infusion: Healing.
Heyzeus receives 195 healing from Infusion: Healing.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Heyzeus for 124 physical damage.
Heyzeus uses Infusion: Regeneration.
Heyzeus starts regenerating health quickly.
The unstable sand tunnel collapses!
You don't see how to get there...
Heyzeus uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Heyzeus the level 13 cornac berserker suffocated to death on level 3 of Sandworm lair.



















































































