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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
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! 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 Adventure |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 19 / 83% |
Size | medium |
Lifes / Deaths | Killed by Porigata the carrion worm mass at level 19 on the 8th Wealth 122nd year of Ascendancy at 22:28 4 / 1 |
Primary Stats
Strength | 21 (base 13) |
Dexterity | 14 (base 10) |
Constitution | 22 (base 13) |
Magic | 57 (base 47) |
Willpower | 18 (base 10) |
Cunning | 39 (base 33) |
Resources
Life | 698/698 |
Mana | 0/248 |
Insanity | 82/100 |
Healing Factor | 1.4524166372473 |
Regeneration | 16.484928832756 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 33.80269634765 |
See Invisible | 33.80269634765 |
Offense: Mainhand
Damage | 52 |
Accuracy | 50 |
Crit Chance | 21% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Lightning | +3% |
Mind | +6% |
Arcane | +15% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Acid | +20% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (35.65183292883%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 23 |
Mental Save | 41 |
Defense: Resistances
Lightning | + 3%( 70%) |
Acid | + 6%( 70%) |
Light | + 10%( 70%) |
Darkness | + 11%( 70%) |
Cold | + 3%( 70%) |
Arcane | + 5%( 70%) |
Mind | + 18%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 75% |
Confusion Resistance | 52% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 64 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 517% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Xiwe the thief. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | 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 honey tree root. * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' 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 red crystal shard. * You've found the needed electric eel tail. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within3 lumberjacks have died. | done |
Equipment
On feet | Dimsun the pair of dwarven-steel boots (0 def, 4 armour) Dimsun the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +4 Wil +2 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +4 Fatigue +3% Resists +6% mind Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.16 Disengage: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Aerassra the brass lantern Aerassra the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Mag dps ---------- Spell.pwr +10 (+4 eff.) S.pwr/crit +6 Dmg.mod +6% arcane Phasing +10% Melee Ret 8 physical ----- def ----- Max.HP +44.00 ---------- misc Light +3 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 | Xeroriawe the cashmere wizard hat (2 def, 8 armour) Xeroriawe the cashmere wizard hat (2 def, 8 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +5 Wil +4 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% ----- def ----- Armour +8 Defense +2 (+1 eff.) Phys.save +8 (+4 eff.) ---------- misc Max.stam +10.00 A pointy cloth hat, very wizardly... |
Tool | steel torque of mindblast 'Layeda' [power 150] (13 cooldown) steel torque of mindblast 'Layeda' [power 150] (13 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 6 mind ---------- misc Equi/ret +0.08 Psi/ret +0.04 Max.psi +20.00 Blast the opponent's mind dealing 159 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 45. 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | titan's gold ring titan's gold ring0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Rings make your fingers look great! |
On fingers | Strikepunish Strikepunish0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Mind.crit +2% Phys.pwr +20 (+6 eff.) Dmg.mod +3% lightning Acc +10 (+4 eff.) ----- def ----- Armour +6 Resists +3% lightning Rings make your fingers look great! |
Around waist | Cyrunor Cyrunor1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Fatigue -7% Max.HP +80.00 Heal.mod +10% Disarm- +20% Teleport- +20% ---------- misc Max.enc +32 A belt that goes around your waist. |
In main hand | ash magestaff 'Gahir' (111% power, 3 apr, fire element) ash magestaff 'Gahir' (111% power, 3 apr, fire element)5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +7 (+2 eff.) Spell.pwr +17 (+6 eff.) Dmg.mod +6% mind +15% fire Acc +7 (+3 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +3% cold HP.reg +0.80 Heal.mod +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Porubreldawe the dwarven-steel gauntlets (0 def, 2 armour) Porubreldawe the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% mind +20% acid Acc +14 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +11 (+5 eff.) Mind.save +11 (+3 eff.) HP.reg +1.50 Disarm- +55% ---------- misc Stam/turn +0.50 Psi/turn +0.18 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Blazesmasher (9 def, 6 armour) Blazesmasher (9 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +25 (+10 eff.) Melee Ret 4 light ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Mind.save +12 (+4 eff.) Max.HP +48.00 HP.reg +6.80 Heal.mod +13% ---------- misc Hate/m.crit +3.00 Light +2 A suit of armour made of leather. |
Cloak | Aeryrilaith (10 def, 0 armour) Aeryrilaith (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Spell.pwr +10 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Phys.save +8 (+4 eff.) ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 Max.vim +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Ravenrune Ravenrune0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +5% darkness ----- def ----- Fatigue -5% Resists +5% arcane +12% mind +10% light +11% darkness HP.reg +2.00 Blind- +25% Confus- +20% Amulets make your neck look great! |
Inventory
wild infusion of the wizard (res 27%; physical; dur 3; cd 13) wild infusion of the wizard (res 27%; physical; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
stabilizing gold amulet of dexterity (+4) stabilizing gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +25% Amulets make your neck look great! |
copper ring 'Magmastreak' copper ring 'Magmastreak'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% fire +11% light +12% mind Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Resists +22% light Rings make your fingers look great! |
steel battleaxe (121% power, 2 apr) steel battleaxe (121% power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Nerutha the Nightpain (125% power, 6 apr) Nerutha the Nightpain (125% power, 6 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Disrupt Power 126% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +3.5% Atk.spd 100% Phasing +30% Against +15% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +2 Str dps ---------- Dmg.mod +9% darkness ----- def ----- Defense +25 (+12 eff.) Phys.save +6 (+3 eff.) Sharp, long, and deadly. |
magewarrior's short elm magestaff (100% power, 2 apr, arcane element) magewarrior's short elm magestaff (100% power, 2 apr, arcane element)5.0 T1 staff 1H weapon [Ego+] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +3% Phys.pwr +5 (+1 eff.) Spell.pwr +8 (+3 eff.) Dmg.mod +10% arcane Acc +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
thought-forged dwarven-steel waraxe of vileness (121% power, 4 apr) thought-forged dwarven-steel waraxe of vileness (121% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Psionic Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 blight +10 mind On Hit: * 15% chance to reduce strength, dexterity, and constitution by 27 * 16% chance to reduce all saves and defense by 24 While equipped: Stats +2 Cun +3 Wil One-handed war axes. |
Mighty Girdle Mighty Girdle1.0 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. |
Cyroseda (0 def, 3 armour) Cyroseda (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun dps ---------- Phys.pwr +25 (+8 eff.) Apr +1 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 17 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 62.80 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
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 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of quickening (dig speed 24 turns) dwarven-steel pickaxe of quickening (dig speed 24 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of Reknor (dig speed 20 turns) iron pickaxe of Reknor (dig speed 20 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +5% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Chalyfast Chalyfast2.0 T1 lite [Rare] Master While equipped: Stats +1 Wil +5 Con dps ---------- Res.pen +10% mind ----- def ----- Armour +2 Resists +3% light ---------- 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. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
3 amethyst 3 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. |
quartz quartz0.0 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. |
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. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Vronrr the Drem Writhing One level 10
29th Voratun 122nd year of Ascendancy at 02:43 see stats
By Vronrr the Drem Writhing One level 10
29th Voratun 122nd year of Ascendancy at 02:41 see stats
By Vronrr the Drem Writhing One level 15
30th Profit 122nd year of Ascendancy at 17:03 see stats
By Vronrr the Drem Writhing One level 10
23rd Profit 122nd year of Ascendancy at 02:23 see stats
By Vronrr the Drem Writhing One level 10
15th Profit 122nd year of Ascendancy at 01:39 see stats
By Vronrr the Drem Writhing One level 15
30th Profit 122nd year of Ascendancy at 15:00 see stats
Log
Worm that walks (servant of Vronrr) activates Infestation.
Worm that walks (servant of Vronrr) uses Infusion: Healing.
Worm that walks (servant of Vronrr) receives 65 healing from Infusion: Healing.
The unstable sand tunnel collapses!
Ran for 2 turns (stop reason: didn't move).
The unstable sand tunnel collapses!
Unstable sand tunnel hits Worm that walks (servant of Vronrr) for 117 physical damage.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Unstable sand tunnel hits Worm that walks (servant of Vronrr) for 75 physical damage.
The unstable sand tunnel collapses!
Unstable sand tunnel hits Carrion worm mass for 29 physical damage.
The unstable sand tunnel collapses!
Vronrr receives 9 healing from Carrion worm mass's wormblight area effect.
Vronrr receives 9 healing from Carrion worm mass's wormblight area effect.
Githra the black ooze uses Evasion.
Githra the black ooze tries to evade attacks.
Ran for 4 turns (stop reason: hostile spotted to the east (Githra the black ooze)).
Githra the black ooze uses Perfect Strike.
Githra the black ooze aims carefully.
Vronrr no longer seems to be in sync with his ally.