










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
Items Vault 1.7.6Donators/Buyers bonus! Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
White Monk No Way of The Spirit Active Block 1.7.6Adds the White Monk, a warrior subclass. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Artificer |
| Level / Exp | 9 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by thought-forged bowman at level 9 on the 5th Mirth 122nd year of Ascendancy at 14:10 / 1 |
Primary Stats
| Strength | 36 (base 18) |
| Dexterity | 13 (base 11) |
| Constitution | 24 (base 14) |
| Magic | 11 (base 11) |
| Willpower | 19 (base 11) |
| Cunning | 38 (base 31) |
Resources
| Life | 0/361 |
| Healing Factor | 1.172576986585 |
| Regeneration | 9.5686026787928 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 32 |
| Crit Chance | 11% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 30.521305378697 (73.607947236566%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 3 |
| Physical Save | 20 |
| Spell Save | 11 |
| Mental Save | 22 |
Defense: Resistances
| Lightning | + 3%( 70%) |
| Nature | + 10%( 70%) |
| Temporal | + 10%( 70%) |
| Darkness | + 3%( 70%) |
| Fire | + 5%( 70%) |
| Cold | + 17%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 63% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 61% |
| Poison Resistance | 20% |
| Knockback Resistance | 81% |
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. |
| 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 66 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Accessory crafting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Armorsmithing | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Imbuing | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Toolsmithing | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Weaponsmithing | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Blacksmith | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Inventory management | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 |
Equipment
| On feet | insulating pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% fire / +6% cold Stamina each turn: +0.50 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Emeta the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Dex / +2 Wil / +2 Cun Reduces incoming crit damage: 5.00% Maximum life: +44.00 Light radius: +3 Infravision radius: +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | miner's iron helm (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm wand of conjuration [power 100] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
| On fingers | Isedhenor the GloomquakeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 15% Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances: +3% lightning / +3% darkness Mental save: +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | 1st (28-45 power, 11 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +22% When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +10 (+7 eff.) Disarm immunity: +41% Crafted by: Krafty Massive two-handed swords. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | armr (2 def, 5 armour)Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +5 Defense: +2 (+2 eff.) Fatigue: +10% Life regen: +4.40 Stamina each turn: +1.30 Crafted by: Krafty A suit of armour made of mail. |
| Cloak | thick linen cloak of Eldoral (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | IsloraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +1 Str Changes resistances: +10% temporal Changes resistances penetration: +10% mind / +15% acid Pinning immunity: +21% Knockback immunity: +21% Amulets make your neck look great! |
Inventory
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+7 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 60.28 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (121). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
This item will automatically be transmogrified when you leave the level.rough leather cap 'Fuluntir' (0 def, 1 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% blight / +5% nature / +9% light / +3% darkness Spell save: +9 (+9 eff.) A cap made of leather. |
blazing quiver of elm arrows of persecution (21/21, 12-18 power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 Damage (Ranged): +12 fire Damage (radius 2) on crit: +9 fire Damage against: +9% Unnatural / +9% Unliving Arrows are used with bows to pierce your foes to death. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
3 acidic component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
arcing component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
balanced component (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Defense: +5 - +15 Disarm immunity: +20% - +50% Affinity: melee Components can be used to enhance items being crafted! |
blood-soaked component (feet)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour penetration: +3 - +13 Physical crit. chance: +3.0% - +6.0% Physical power: +3 - +6 Affinity: feet Components can be used to enhance items being crafted! |
2 bright component (lite)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Light radius: +2 - +5 Affinity: lite Components can be used to enhance items being crafted! |
component of clarity (lite)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Mental save: +5 - +15 See stealth: +5 - +25 See invisible: +5 - +25 Affinity: lite Components can be used to enhance items being crafted! |
component of constitution (head)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +10 Con Affinity: head Components can be used to enhance items being crafted! |
component of daylight (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 light Damage against: +5% - +30% Undead Affinity: melee Components can be used to enhance items being crafted! |
component of dexterity (hands)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Accuracy: +4 - +12 Crit. chance: +4.0% - +12.0% While equipped: Accuracy: +10 - +25 Changes stats: * +2 - +6 Dex Affinity: hands Components can be used to enhance items being crafted! |
component of fire resistance (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% fire Affinity: body Components can be used to enhance items being crafted! |
component of focus (lite)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Changes stats: * +3 - +7 Wil Changes damage: * +5% - +15% mind Affinity: lite Components can be used to enhance items being crafted! |
component of lightning (ranged)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 25 lightning While equipped: Changes damage: * +8% - +22% lightning Affinity: ranged Components can be used to enhance items being crafted! |
component of massacre (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
component of mastery (amulet)0.00 Encumbrance. Crafted by a master Modifies crafted object: Increases the mastery of a randomly chosen talent category by 0.10-0.40 Affinity: amulet Components can be used to enhance items being crafted! |
component of nature (hat)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +15% - +30% nature Changes damage: * +10% - +20% nature Affinity: hat Components can be used to enhance items being crafted! |
component of strength (head)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +10 Str Affinity: head Components can be used to enhance items being crafted! |
component of transcendence (belt)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Physical save: +5 - +15 Mindpower: +2 - +12 Affinity: belt Components can be used to enhance items being crafted! |
flaming component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Burst on hit (radius 1): 5 - 20 fire Affinity: melee Components can be used to enhance items being crafted! |
grounding component (hat)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +5% - +15% lightning * +5% - +15% temporal Affinity: hat Components can be used to enhance items being crafted! |
hateful component (melee)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 darkness Damage against: +5% - +20% Living Affinity: melee Components can be used to enhance items being crafted! |
reinforced component (shield)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Block value: +20 - +100 While equipped: Armour: +1 - +11 Affinity: shield Components can be used to enhance items being crafted! |
scorching component (lite)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Melee retaliation: 10 - 30 fire Changes resistances: * +5% - +10% fire Affinity: lite Components can be used to enhance items being crafted! |
shocking component (shield)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Damage (melee): 5 - 35 lightning Melee retaliation: 1 - 21 lightning Affinity: shield Components can be used to enhance items being crafted! |
stabilizing component (head)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Physical save: +10 - +25 Affinity: head Components can be used to enhance items being crafted! |
thought-forged component (melee)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 25 mind On hit: * 10 - 35% chance to reduce all saves and defense by 17 While equipped: Changes stats: * +1 - +7 Cun * +1 - +7 Wil Affinity: melee Components can be used to enhance items being crafted! |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 340/400. 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
iron torque of gale force [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Krafty the Cornac Artificer level 7
78th Pyre 122nd year of Ascendancy at 03:53 see stats
Log
Krafty stops being poisoned.
Krafty performs a melee critical strike against Deformed wolf!
Krafty hits Deformed wolf for 141 physical damage.
Krafty killed Deformed wolf!
Thought-forged bowman uses Crippling Shot.
Krafty slows down.
Thought-forged bowman's Crippling Shot hits Krafty for 24 physical damage.
Thought-forged bowman uses Steady Shot.
Thought-forged bowman's Steady Shot hits Krafty for 25 physical damage.
Thought-forged bowman shoots!
Thought-forged bowman's Shoot hits Krafty for 16 physical damage.
Thought-forged bowman shoots!
Krafty resists the knockback!
Thought-forged bowman's Shoot hits Krafty for 16 physical, (24 armor), 95 physical (111 total damage).
Thought-forged bowman uses Steady Shot.
Krafty resists the knockback!
Thought-forged bowman's Steady Shot hits Krafty for 24 physical, (24 armor), 95 physical (119 total damage).
Thought-forged bowman shoots!
Krafty is knocked back!
Thought-forged bowman's Shoot hits Krafty for 14 physical, (24 armor), 95 physical (109 total damage).
Thought-forged bowman shoots!
Thought-forged bowman's Shoot hits Krafty for 12 physical damage.
Krafty the level 9 cornac artificer was skewered to death by a thought-forged bowman on level 1 of Heart of the Gloom.









































