




Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Horror |
| Class | Eldritch |
| Level / Exp | 50 / 0% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 37 (base 24) |
| Dexterity | 56 (base 56) |
| Constitution | 25 (base 12) |
| Magic | 75 (base 60) |
| Willpower | 13 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 1319/1319 |
| Hate | 100/100 |
| Vim | 221/226 |
| Healing Factor | 1.1645178243369 |
| Regeneration | 73.364622933223 |
Speed
| Mental | -20% |
| Attack | 0% |
| Movement | 0% |
| Spell | -20% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 62 |
| Crit Chance | 8% |
| APR | 40 |
| Speed | 1.25 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 62 |
| Crit Chance | 5% |
| APR | 6 |
| Speed | 1.25 |
Offense: Spell
| Spellpower | 90 |
| Crit Chance | 17% |
| Speed | 1.25 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | -30% |
| Physical | -18% |
| Temporal | 0% |
| Blight | -26% |
| Arcane | -39% |
| Fire | -17% |
| All | -48% |
Offense: Damage Penetration
| Fire | +55% |
| All | 0% |
Defense: Base
| Armour (hardiness) | -65.24339103484 (30%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 32 |
| Mental Save | 17 |
Defense: Resistances
| Acid | +100%(100%) |
| Darkness | + 41%(100%) |
| Temporal | + 45%(100%) |
| Blight | +100%(100%) |
| Physical | + 23%(100%) |
| Fire | -19%(100%) |
| All | + 21%(100%) |
Defense: Immunities
| Bleed Resistance | 70% |
| Stun Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 100% |
Inscriptions (2/2)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (125% 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 126 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Scourge | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Rot | 0.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Plague | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Infestation |
| talent | Worm that Walks Link |
| talent | Ruin |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 20% feedback damage from all damage done. Empathic Hex |
| beneficial effect | The target is surrounded by a magical shield, absorbing 224/224 damage before it crumbles. Damage Shield |
| detrimental effect | The target is hexed, granting it 52% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target has been splashed with acid, taking 61.46 acid damage per turn, reducing armour by 84 and attack by 73. Acid Splash |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Linked to their horror ally gaining 22% all damage resistance. Shared Insanity |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 10. Bloodlust |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+20). Continuum Destabilization |
Quests
Equipment
| Tool | Borylar the Fogterror [power 278] (26/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 17% Damage when hit (Melee): 6 darkness Changes resistances penetration: +25% fire Changes damage: +12% fire / +18% darkness / +18% temporal It can be used to sting an enemy dealing 145 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 42% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +17.00 Maximum life: +60.00 Healing mod.: +12% Rings make your fingers look great! |
| On fingers | gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +6 Str / +7 Con Life regen: +16.00 Maximum life: +87.00 Healing mod.: +15% Rings make your fingers look great! |
| On fingers | GoriledurInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +20 (+6 eff.) Armour: +8 Changes stats: +7 Str / +6 Con Changes resistances: +3% physical Changes damage: +6% all Reduces incoming crit damage: 10.00% Life regen: +11.00 Maximum life: +76.00 Maximum stamina: +30.00 Spellpower: +13 (+2 eff.) Mindpower: +13 (+7 eff.) Healing mod.: +14% Rings make your fingers look great! |
| On fingers | painweaver's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes damage: +6% all Life regen: +8.00 Maximum life: +76.00 Spellpower: +8 (+1 eff.) Mindpower: +13 (+7 eff.) Healing mod.: +13% Rings make your fingers look great! |
| Around waist | YvynnPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Damage when hit (Melee): 6 blight Changes stats: +3 Wil Changes damage: +9% arcane Critical mult.: +20.00% Spellpower: +30 (+6 eff.) Spell crit. chance: +8% It can be used to create a temporary shield that absorbs 224 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
| Main armor | Worm Nest (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 20/20) : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
| In off hand | elemental voratun longsword (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 138 fire damage (1/turn) * shock your foe dealing 37 damage and draining some of their resources When wielded/worn: Changes resistances penetration: +30% fire Changes damage: +19% fire Sharp, long, and deadly. |
| In main hand | Blade of Distorted Time (150% power, 40 apr) Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 95 temporal damage and slows enemies in radius 6 of the target by 105% based on Magic * shock your foe dealing 37 damage and draining some of their resources Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 10 power out of 10/10) : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Inventory
GlitterzealPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+4 eff.) Damage when hit (Melee): 6 light Changes stats: +7 Mag / +6 Wil / +6 Cun Changes resistances: +3% blight / +6% light Spell save: +14 (+7 eff.) Maximum hate: +6.00 Spellpower: +12 (+2 eff.) Mindpower: +20 (+10 eff.) Rings make your fingers look great! |
Searkill the gold ring =10 Str 8 Con=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +8 Damage when hit (Melee): 10 fire Changes stats: +10 Str / +8 Con Changes resistances penetration: +10% fire Critical mult.: +10.00% Spell save: +12 (+6 eff.) Maximum stamina: +13.00 Rings make your fingers look great! |
gladiator's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +6 Str / +5 Con Spellpower: +6 (+1 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
gladiator's gold ring of corrosion (+26%) =6 Con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +4 Str / +6 Con Changes resistances: +26% acid Changes damage: +13% acid Rings make your fingers look great! |
gold ring 'Rhotochik'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +10 Str / +6 Mag Changes resistances: +32% light / +6% mind Changes damage: +16% light Reduces incoming crit damage: 10.00% Blindness immunity: +20% Pinning immunity: +20% Rings make your fingers look great! |
mule's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Maximum encumbrance: +35 Life regen: +9.00 Maximum life: +72.00 Healing mod.: +14% Rings make your fingers look great! |
psionicist's copper ring of blight (+11%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% blight Changes damage: +11% blight Mental save: +6 (+4 eff.) Rings make your fingers look great! |
rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
wizard's copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Mag Spell save: +6 (+3 eff.) Spellpower: +7 (+1 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
Murkpall the voratun dagger (146% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 33% chance to reduce strength, dexterity, and constitution by 37 Damage (Melee): +27 blight Damage (radius 1) on hit: +16 arcane When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +9 Changes resistances penetration: +11% physical / +10% darkness / +20% arcane Changes damage: +6% darkness Disease immunity: +28% Sharp, short and deadly. |
enhanced dwarven-steel longsword of massacre (136% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Str / +7 Dex / +5 Mag / +6 Wil / +6 Cun / +6 Con Sharp, long, and deadly. |
elemental iron mace of enduring (104% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 138 lightning damage (1/turn) When wielded/worn: Changes stats: +7 Con / +6 Wil Changes resistances penetration: +10% lightning Changes damage: +7% lightning Maximum life: +18.00 Blunt and deadly. |
elven-wood starstaff 'Aerenor' (129% power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +25 (+12 eff.) Changes resistances: +9% temporal / +11% darkness / +5% arcane Changes resistances penetration: +10% blight Changes damage: +37% blight Talent granted: +1 Command Staff Mana each turn: +0.45 Spellpower: +28 (+5 eff.) Spell crit. chance: +4% Defense after a teleport: +20 Resist all after a teleport: +15% New effects duration reduction after a teleport: +20% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe (120% power, 4 apr)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
steel waraxe (102% power, 3 apr)Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
rough leather belt 'Emelath'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% blight / +2% physical / +5% arcane Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
Zubira (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Changes damage: +30% acid / +6% blight Spell save: +30 (+13 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +4 (+0 eff.) Spell crit. chance: +7% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Str / +6 Mag / +6 Wil Changes resistances: +12% lightning / +9% cold / +12% blight / +15% all Changes damage: +20% lightning / +11% physical / +15% cold Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +14.40 Maximum life: +69.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed silk robe of alchemy (5 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Changes stats: +6 Mag Changes resistances: +13% acid / +13% physical / +10% light / +11% cold / +13% fire / +9% darkness / +13% all Changes damage: +9% acid / +10% physical / +21% light / +7% fire / +21% cold Talent cooldown: Refit Golem (-4 turns) Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +8.00 Maximum life: +38.00 Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Worm (Improved) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. [Cosmetic Item] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
voratun shocking edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
Breezestone [power 17] (26/20 cooldown) =4 Str 2 Wil=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Wil Changes resistances penetration: +5% nature It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Hailbreak [power 15] (26/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +8 Defense: +10 (+5 eff.) Changes resistances: +6% cold Only die when reaching: -60.00 life It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Emarekira the yew wand of lightning storm [power 314] (26/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +4 Mag Changes damage: +24% arcane / +12% blight Only die when reaching: -80.00 life Spellpower: +20 (+4 eff.) Spell crit. chance: +3% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 32 lightning damage and will be dazed for 1 turn (163 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 44% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 175.00 temporal and 122.50 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Achievements
Log
Worm that walks (servant of Insane Random Wanderer4) hits Cold drake hatchling for 79 temporal damage.
Worm that walks (servant of Insane Random Wanderer4) hits Cold drake hatchling for 95 temporal damage.
Worm that walks (servant of Insane Random Wanderer4) hits Argoniel for 0 temporal, 0 physical, 0 blight, 0 temporal, 0 lightning, 0 physical, 0 blight, 63 fire, 0 lightning (63 total damage).
Worm that walks (servant of Insane Random Wanderer4) hits Cold drake hatchling for 95 temporal damage.
Worm that walks (servant of Insane Random Wanderer4) hits Cold drake hatchling for 95 temporal, 115 fire (210 total damage).
Cold drake hatchling hits Worm that walks (servant of Insane Random Wanderer4) for (8 flat reduction), 0 temporal (0 total damage).
Acid Splash from Argoniel hits Worm that walks (servant of Insane Random Wanderer4) for 0 acid damage.
Insane Random Wanderer4 uses Dual Strike.
Insane Random Wanderer4 performs a melee critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Insane Random Wanderer4's spell attains critical power!
Insane Random Wanderer4 performs a melee critical strike against Argoniel!
Insane Random Wanderer4 hits Argoniel for 1934 physical damage.
Blood Splash hits Insane Random Wanderer4 for 48 healing, 168 healing (0 total damage) [217 healing].
Insane Random Wanderer4 killed Argoniel!
High Sun Paladin Aeryn is free from the weakness disease.
Weakness Disease from Argoniel hits High Sun Paladin Aeryn for (18 absorbed), 0 blight (0 total damage).
Acid Splash from Argoniel hits Insane Random Wanderer4 for (18 flat reduction), 0 acid (0 total damage).
Worm that walks (servant of Insane Random Wanderer4) is no longer out of phase.
Acid Splash from Argoniel hits Worm that walks (servant of Insane Random Wanderer4) for 0 acid damage.
Character control switched to worm that walks (servant of Insane Random Wanderer4).
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: No Way! (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!




















































