









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! 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! 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:
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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Archer |
Level / Exp | 26 / 88% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 26 on the 2nd Decay 122nd year of Ascendancy at 17:44 / 1 |
Primary Stats
Strength | 37 (base 12) |
Dexterity | 89 (base 57) |
Constitution | 64 (base 49) |
Magic | 15 (base 10) |
Willpower | 16 (base 10) |
Cunning | 15 (base 12) |
Resources
Life | 808/888 |
Stamina | 110/110 |
Healing Factor | 1.4893965053823 |
Regeneration | 0.37234912634558 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 8 |
Infravision | 7 |
See Stealth | 29.097534654637 |
See Invisible | 39.097534654637 |
Offense: Mainhand
Damage | 126 |
Accuracy | 77 |
Crit Chance | 22% |
APR | 33 |
Speed | 0.95 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Physical | +20% |
Temporal | +21% |
Blight | +5% |
Arcane | +18% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Physical | +35% |
Fire | +25% |
Darkness | +28% |
Arcane | +20% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 54 (45.594633868923%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 16 |
Mental Save | 21 |
Defense: Resistances
Physical | + 29%( 70%) |
Darkness | + 43%( 70%) |
Light | + 29%( 70%) |
Nature | + 29%( 70%) |
Fire | + 40%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 47%( 70%) |
All | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 41% |
Confusion Resistance | 59% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 44% |
Silence Resistance | 22% |
Bleed Resistance | 100% |
Disarm Resistance | 26% |
Pinning Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 236 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 124 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Aim |
talent | Concealment |
talent | Intuitive Shots |
talent | Chant of Fortitude |
beneficial effect | The target is concealed, increasing sight and attack range by 2 and chance to avoid damage by 36%. Concealment |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost defiler from death by Eilinyra the giant blue ant. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 chunk of ghoul flesh. * You've found the needed orc heart. * You've found the needed snow giant kidney. 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 ice ant stinger. * You've found the needed pouch of faeros ash. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +22% Stun/Frz- +21% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 arrow ammo [Rare] Master Power 47.0 - 65.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 18 Ranged+ +4 darkness On Hit.r1 +20 arcane +20 darkness On Hit: * 20% chance to reduce damage dealt by 10% On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +6% physical Res.pen +20% darkness Acc +10 (+3 eff.) Apr +2 ----- def ----- Blind- +28% Confus- +17% ---------- misc Stam/turn +3.00 Light +8 See.Stealth +11 See.Invis +9 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% fire ----- def ----- Armour +16 Fatigue +4% Resists +15% fire +7% nature +5% arcane Spell.save +6 (+5 eff.) Max.HP +80.00 Heal.mod +14% Poison- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +1 Dex +3 Cun +2 Con dps ---------- Dmg.mod +12% cold ----- def ----- Armour +6 Fatigue -5% Resists +24% cold ---------- misc Max.enc +22 See.Invis +6 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% lightning +15% fire Apr +3 ----- def ----- Resists +1% physical Die.at -60.00 life Max.HP +26.00 Disarm- +26% Pinning- +27% Knockbk- +25% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Res.pen +10% physical Melee Ret 8 physical On Hit (Melee): * 20% chance to reduce damage dealt by 10% ----- def ----- Defense +5 (+2 eff.) Resists +6% fire +6% cold A belt that goes around your waist. |
In main hand | ![]() 4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Con dps ---------- Crit.mult +10.00% Dmg.mod +3% physical Res.pen +10% cold Apr +2 On Hit (Melee): * 20% chance to reduce damage dealt by 10% ----- def ----- Armour +21 Hardiness +7% Fatigue +1% Resists +6% physical Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 5% Stone Touch 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Arcane While equipped: Stats +2 Dex +5 Mag +6 Wil dps ---------- Spell.crit +11% Spell.pwr +27 (+12 eff.) Dmg.mod +18% arcane +21% temporal Res.pen +25% physical ----- def ----- Armour +4 Resists +9% all Die.at -40.00 life ---------- misc Mana/turn +0.10 Max.mana +103.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +8% darkness Res.pen +8% darkness Apr +1 On Hit (Melee): * 10% chance to reduce armor by 27% ----- def ----- Defense +2 (+1 eff.) Resists +25% darkness +6% light Stealth +11 Confus- +20% Stun/Frz- +20% 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 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical Res.pen +20% arcane Acc +30 (+7 eff.) ----- def ----- Armour +4 Die.at -80.00 life Blind- +16% ---------- misc Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 432 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 4.0 T1 longbow 2H weapon [Rare] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 On Hit.r1 +20 nature While equipped: Stats +6 Str +6 Dex +8 Mag +8 Wil +8 Cun +8 Con dps ---------- Dmg.mod +24% mind Melee Ret 6 nature ---------- misc Psi/ret +0.20 Longbows are used to shoot arrows at your foes. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +16 Fatigue +4% Resists +8% lightning +6% temporal ---------- misc Equi/ret +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Mag +4 Wil +3 Cun +6 Con dps ---------- Acc +5 (+1 eff.) Melee Ret 4 acid On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% A cap made of leather. |
![]() 3.0 T3 arrow ammo [Rare] Nature Power 47.0 - 65.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +2.0% Capacity 18 Proj.spd +200% Ranged+ +14 nature +12 mind Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +15% nature Melee Ret 4 nature ----- def ----- Resists +7% darkness +2% physical Affinity +15% darkness Knockbk- +20% Teleport- +20% ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 428 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dsli the Skeleton Archer level 6
4th Mirth 122nd year of Ascendancy at 01:43 see stats
By Dsli the Skeleton Archer level 18
33rd Dusk 122nd year of Ascendancy at 19:49 see stats
By Dsli the Skeleton Archer level 21
58th Haze 122nd year of Ascendancy at 12:52 see stats
By Dsli the Skeleton Archer level 10
2nd Summertide 122nd year of Ascendancy at 14:16 see stats
By Dsli the Skeleton Archer level 20
3rd Haze 122nd year of Ascendancy at 04:47 see stats
By Dsli the Skeleton Archer level 23
69th Haze 122nd year of Ascendancy at 01:17 see stats
By Dsli the Skeleton Archer level 11
3rd Summertide 122nd year of Ascendancy at 19:55 see stats
By Dsli the Skeleton Archer level 6
2nd Mirth 122nd year of Ascendancy at 20:16 see stats
By Dsli the Skeleton Archer level 16
14th Dusk 122nd year of Ascendancy at 09:48 see stats
By Dsli the Skeleton Archer level 21
59th Haze 122nd year of Ascendancy at 16:56 see stats
By Dsli the Skeleton Archer level 14
10th Flare 122nd year of Ascendancy at 22:53 see stats
By Dsli the Skeleton Archer level 26
2nd Decay 122nd year of Ascendancy at 17:45 see stats
Log
You gain 4.25 gold from the transmogrification of Psionic Fury (12-13 power, 25 apr, mind damage).
You gain 3.01 gold from the transmogrification of thought-forged dwarven-steel mace (28-39 power, 4 apr).
You gain 14.04 gold from the transmogrification of steel longsword 'Icewisp' (24-34 power, 3 apr).
You gain 15.22 gold from the transmogrification of Earizilarab the Taintzephyr, (22-31 power, 4 apr).
You gain 10.32 gold from the transmogrification of plaguebringer's stralite greatsword of shearing (48-76 power, 3 apr).
You gain 8.35 gold from the transmogrification of enhanced steel greatsword (24-39 power, 2 apr).
You gain 4.80 gold from the transmogrification of dwarven-steel greatsword of evisceration (35-56 power, 2 apr).
You gain 2.97 gold from the transmogrification of arcing steel greatsword of paradox (21-34 power, 2 apr).
You gain 9.50 gold from the transmogrification of warbringer's dwarven-steel dagger of enduring (16-21 power, 7 apr).
You gain 2.64 gold from the transmogrification of thought-forged dwarven-steel dagger of massacre (21-27 power, 7 apr).
You gain 2.50 gold from the transmogrification of steel dagger of corruption (12-16 power, 6 apr).
You gain 3.82 gold from the transmogrification of balanced stralite dagger (28-36 power, 9 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel battleaxe (32-48 power, 2 apr).
You gain 3.76 gold from the transmogrification of chilling dwarven-steel battleaxe of daylight (30-45 power, 2 apr).
You gain 16.37 gold from the transmogrification of Cyremina (30-44 power, 2 apr).
You gain 2.85 gold from the transmogrification of savage's gold ring.
You gain 25.00 gold from the transmogrification of Ring of Growth.
You gain 3.51 gold from the transmogrification of stabilizing gold amulet of magic (+4).
You gain 24.79 gold from the transmogrification of Unlightoracle the steel amulet.
You gain 1.90 gold from the transmogrification of shielding rune of the sneak (absorb 180; dur 5; cd 17).
You gain 2.30 gold from the transmogrification of ethereal rune of the psychic (power 19; resist 19%; move 37%; dur 5; cd 18).
You gain 1.65 gold from the transmogrification of acid wave rune of the duelist (damage 226; dur 4; cd 16).
You gain 1.00 gold from the transmogrification of wild infusion (res 18%; mental; dur 4; cd 14).
You gain 1.31 gold from the transmogrification of regeneration infusion of the duelist (heal 409; 16 cd).
You gain 2.02 gold from the transmogrification of movement infusion of the warrior (speed 617%; cd 18).
You gain 1.13 gold from the transmogrification of healing infusion of the psychic (heal 76; cd 13).
There is a Entrance to a ruined dungeon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.