Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.7.2This 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 Embers of Rage 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.0Official 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 | Madness Roguelike |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 10 / 29% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 36 (base 10) |
Dexterity | 54 (base 21) |
Constitution | 21 (base 10) |
Magic | 36 (base 33) |
Willpower | 12 (base 12) |
Cunning | 15 (base 10) |
Resources
Life | 488/488 |
Paradox | 250 |
Healing Factor | 1.204804467222 |
Regeneration | 11.144441321803 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 9.4055734734733 |
See Invisible | 9.4055734734733 |
Offense: Mainhand
Damage | 58 |
Accuracy | 52 |
Crit Chance | 3% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 52 |
Crit Chance | 6% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Blight | +12% |
Acid | +6% |
Darkness | +10% |
Offense: Damage Penetration
Acid | +10% |
Mind | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 17.335093952971 (47.857809501309%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 20 |
Physical Save | 36 |
Spell Save | 21 |
Mental Save | 22 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 12%( 70%) |
Physical | + 1%( 70%) |
Cold | + 8%( 70%) |
All | 0%( 70%) |
Lightning | + 27%( 70%) |
Light | + 3%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 5%( 70%) |
Mind | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 41% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 276 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 82 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Contingency |
talent | Weapon Folding |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 Belavea the stone troll. Escort: lost defiler (level 2 of Trollmire) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within | active |
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 |
Equipment
On feet | pair of iron boots 'Relgekalthohir' (0 def, 3 armour) pair of iron boots 'Relgekalthohir' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +5% cold Phys.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 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 | Layumina the drakeskin leather cap (0 def, 5 armour) Layumina the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +15 Str +18 Dex +6 Con dps ---------- Dmg.mod +6% acid +12% blight Res.pen +10% acid Melee Ret 8 blight ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +12% blight Phys.save +13 (+6 eff.) Mind.save +15 (+7 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 191.5 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | iron gauntlets of archery (0 def, 1 armour) iron gauntlets of archery (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +5 (+2 eff.) Apr +6 ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Velamina the elm wand of shielding [power 122] (20 cooldown) Velamina the elm wand of shielding [power 122] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +2 Crit.dmg- 10.00% Disease- +10% Disarm- +20% Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | wizard's copper ring of darkness (+20%) wizard's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Spell.save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | gladiator's copper ring of life gladiator's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +45.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
Around neck | Scabbrand Scabbrand0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 10% chance to slow global speed by 39% * 10 arcane resource burn ----- def ----- Resists +12% lightning +3% cold Stun/Frz- +20% Amulets make your neck look great! |
In main hand | Emelewen (20-28 power, 2 apr) Emelewen (20-28 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 20.0 - 28.0 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Resists +3% mind Phys.save +9 (+4 eff.) HP.reg +2.00 Blunt and deadly. |
Around waist | Smolderquake Smolderquake1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Mind.pwr +2 (+1 eff.) Apr +4 Melee Ret 2 fire ----- def ----- Resists +1% physical Phys.save +6 (+3 eff.) A belt that goes around your waist. |
In off hand | iron dagger 'Skymalice' (10-14 power, 5 apr) iron dagger 'Skymalice' (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 10.5 - 13.7 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +12 lightning While equipped: dps ---------- Acc +6 (+2 eff.) Melee Ret 2 lightning ----- def ----- Defense +5 (+3 eff.) Resists +3% light Disarm- +21% Sharp, short and deadly. |
Cloak | Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Fogimmortal (2 def, 4 armour) Fogimmortal (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Res.pen +5% mind ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning +3% darkness ---------- misc Max.psi +20.00 A suit of armour made of mail. |
Inventory
stabilizing copper amulet of dexterity (+3) stabilizing copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +23% Amulets make your neck look great! |
Airquench the copper ring Airquench the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con dps ---------- Melee Ret 2 lightning 4 acid ----- def ----- Resists +3% darkness +12% lightning Spell.save +12 (+6 eff.) ---------- misc Max.stam +15.00 Rings make your fingers look great! |
copper ring 'Blindmark' copper ring 'Blindmark'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +3% light ----- def ----- Resists +6% darkness +6% cold Rings make your fingers look great! |
Aralrana (16-20 power, 5 apr) Aralrana (16-20 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 15.5 - 20.2 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +1 Str +2 Con dps ---------- Phys.pwr +11 (+4 eff.) Res.pen +6% physical ----- def ----- Defense +15 (+7 eff.) Disarm- +14% Sharp, short and deadly. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
balanced iron dagger of massacre (15-20 power, 5 apr) balanced iron dagger of massacre (15-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 15.0 - 19.5 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +20% Sharp, short and deadly. |
mighty elm longbow mighty elm longbow4.0 T1 longbow 2H weapon [Ego] Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Freezebender the quiver of elm arrows (14/14, 14-20 power, 5 apr) Freezebender the quiver of elm arrows (14/14, 14-20 power, 5 apr)3.0 T1 arrow ammo [Rare] Arcane Power 14.0 - 19.6 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 14 Ranged+ +9 light +8 cold Against +9% Undead On Crit.r2 +8 mind +8 fire On Hit: * 20% chance to reduce all saves and defense by 14 Arrows are used with bows to pierce your foes to death. |
Airidol (0 def, 7 armour) Airidol (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +7 Fatigue +22% Resists +9% lightning +16% fire Crit.dmg- 15.00% Max.HP +20.00 A suit of armour made of metal plates. |
Glittergash (1 def, 0 armour) Glittergash (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Dex +3 Mag +1 Wil dps ---------- Dmg.mod +6% light Res.pen +5% acid ----- def ----- Defense +1 (+1 eff.) Resists +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of protection (1 def, 0 armour) resilient linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Dawnbraze' (0 def, 3 armour) pair of iron boots 'Dawnbraze' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% light ----- def ----- Armour +3 Fatigue +2% Resists +3% nature Die.at -20.00 life Teleport- +20% ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ebonylace the linen wizard hat (1 def, 0 armour) Ebonylace the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Res.pen +25% darkness ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning Cut- +10% ---------- misc Infravis +4 See.Stealth +6 See.Invis +5 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 27% and attempts to push all creatures other than yourself out of its radius, inflicting 5.34 light damage and 5.87 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Fulorak the Eclipsewire (0 def, 3 armour) Fulorak the Eclipsewire (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +2 Wil dps ---------- Res.pen +15% darkness ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 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 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
ametrine 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. |
3 citrine 3 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. |
amethyst 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. |
189 alchemist agate 189 alchemist agate0.0 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. |
Transmogrification Chest 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. |
Rod of Recall (1/1) 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. |
evasive iron torque of psionic shield [power 25] (25 cooldown) evasive iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful elm totem of stinging [power 116] (15 cooldown) powerful elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2021 Little Gems 2021 Little Gems0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2021/2021 A set of 2021 tiny explosive spheres. |
Achievements
By Self Killer the Skeleton Temporal Warden level 10
76th Haze 122nd year of Ascendancy at 12:24 see stats
By Self Killer the Skeleton Temporal Warden level 5
32nd Haze 122nd year of Ascendancy at 02:48 see stats
By Self Killer the Skeleton Temporal Warden level 5
1st Dusk 122nd year of Ascendancy at 21:15 see stats
Log
There is a Last Hope (Town) here (press '' or right click to use).
Today is the 20th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:20.
There is a Last Hope (Town) here (press '' or right click to use).
Today is the 21st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
There is a Way to a strange portal here (press '' or right click to use).
There is a Last Hope (Town) here (press '' or right click to use).
Today is the 22nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:01.
Today is the 23rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:16.
Today is the 24th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:30.
Today is the 25th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Today is the 26th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:58.
Today is the 27th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Today is the 28th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
Today is the 29th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
Today is the 30th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:16.