













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This 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 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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 | Nightmare Roguelike |
Sex | Male |
Race | Krog |
Class | Wyrmic |
Level / Exp | 15 / 17% |
Size | big |
Lifes / Deaths | Killed by Xeriyalaith the sandworm at level 15 on the 43rd Haze 122nd year of Ascendancy at 17:25 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 35 (base 26) |
Dexterity | 10 (base 10) |
Constitution | 21 (base 11) |
Magic | 8 (base 10) |
Willpower | 51 (base 41) |
Cunning | 19 (base 16) |
Resources
Life | -35/482 |
Equilibrium | 73 |
Healing Factor | 1.0863874345549 |
Regeneration | 4.725785340314 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -0.72338300682329% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 32 |
Accuracy | 34 |
Crit Chance | 18% |
APR | 34 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 34 |
Crit Chance | 18% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Light | +6% |
Physical | +14% |
Lightning | +12% |
Acid | +15% |
Offense: Damage Penetration
Darkness | +5% |
Light | +15% |
Physical | +6% |
Lightning | +10% |
Acid | +15% |
Defense: Base
Armour (hardiness) | 39.882032250134 (74.117647058824%) |
Defense | 21 |
Ranged Defense | 22 |
Fatigue | 31 |
Physical Save | 26 |
Spell Save | 30 |
Mental Save | 36 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 9%( 70%) |
Physical | + 13%( 70%) |
Cold | + 7%( 70%) |
All | + 4%( 70%) |
Lightning | + 11%( 70%) |
Light | -12%( 70%) |
Mind | + 7%( 70%) |
Fire | + 70%( 70%) |
Nature | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (3/3)
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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 76 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 94 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Wild Growth |
talent | Psiblades |
talent | Icy Skin |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | Huge cut that bleeds, doing 9.26 physical damage per turn. Bleeding |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is disabled, reducing movement speed by 23% and accuracy by 17. Disable |
detrimental effect | Damage reduced by 42%. To The Arms |
beneficial effect | You gain 38% resistance against fire. Resolve |
Quests
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 successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+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 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 Prox 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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed skeleton mage skull. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within2 lumberjacks have died. | 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 [Rare] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% Phys.save +6 (+3 eff.) ---------- 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. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +4 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 | ![]() 3.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +1 Dex +1 Cun +2 Con ----- def ----- Armour +9 Fatigue +5% Resists -17% light HP.reg +2.00 ---------- misc Hate/m.crit +2.00 Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T1 hands armor [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+5 eff.) Apr +6 On Melee Ret: * 17% chance to reduce effective powers by 20% * 15 arcane resource burn ----- def ----- Armour +1 Resists +5% blight Spell.save +17 (+9 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 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 11 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 50% 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. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +5 (+2 eff.) Confus- +20% Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 10.0 - 11.0 Nature Uses 57% Wil, 28% Cun Mastery Psiblades Acc uses Wil Apr +28 Crit +3.5% Atk.spd 100% Melee+ +8 acid On Hit.r1 +4 lightning On Hit: * 20% chance to corrode armour by 30% While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+3 eff.) Dmg.mod +12% lightning Res.pen +10% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Mind.save +2 (+1 eff.) ---------- misc Max.psi +11.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +5% darkness Melee Ret 12 mind 4 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +8 (+4 eff.) Resists +3% mind Stealth +6 A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature This natural sand should be returned to the wyrm. Power 8.0 - 8.8 Nature Uses 57% Wil, 28% Cun Mastery Psiblades Acc uses Wil Apr +28 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+3 eff.) Dmg.mod +14% physical Res.pen +6% physical Melee Ret 4 physical ----- def ----- Resists +7% physical Burrow: Puts all charms on 30 cooldown Level 1.3 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% light +15% acid Res.pen +15% acid +15% light ----- def ----- Defense +2 (+1 eff.) Resists +12% acid Mind.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor [Ego] Nature While equipped: ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% HP.reg +2.10 ---------- misc Stam/turn +0.80 A suit of armour made of metal plates. |
Inventory
![]() 3.0 T2 battleaxe 2H weapon [Normal] Power 17.0 - 25.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
![]() 3.0 T2 mace 1H weapon [Ego] Disrupt Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Against +10% Unnatural While equipped: Stats +2 Wil Blunt and deadly. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +4 fire While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% arcane +3% fire Res.pen +10% fire On Hit (Melee): * 11% chance to blind ----- def ----- Defense +8 (+4 eff.) Resists +12% nature +12% light ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 18.04 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 14.0 T3 heavy armor [Rare] Nature While equipped: Stats +1 Mag +2 Wil +5 Cun dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Max.HP +64.00 HP.reg +1.20 Heal.mod +14% ---------- misc Light +3 A suit of armour made of mail. |
![]() 17.0 T2 massive armor [Ego] Disrupt While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +13% nature +10% blight A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor [Ego+] Arcane When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +44 Melee+ +12 fire While equipped: Stats +2 Str dps ---------- Melee Ret 16 fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +10% blight +10% fire +11% light +11% darkness ---------- misc Talents +2 Block Handheld deflection devices. It was hardened by the digestive sack. |
![]() 7.0 T2 shield armor [Ego] Nature When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +38 On Hit: * 12% chance to daze at end of turn While equipped: dps ---------- Melee+ 5 lightning Melee Ret 12 lightning ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 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 [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 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. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (108 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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 Akais the Krog Wyrmic level 14
36th Haze 122nd year of Ascendancy at 06:44 see stats
By Akais the Krog Wyrmic level 11
2nd Flare 122nd year of Ascendancy at 07:34 see stats
By Akais the Krog Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 20:30 see stats
By Akais the Krog Wyrmic level 13
58th Dusk 122nd year of Ascendancy at 23:31 see stats
By Akais the Krog Wyrmic level 6
79th Pyre 122nd year of Ascendancy at 06:55 see stats
Log
Ice wall hits Xeriyalaith the sandworm for 5 cold damage.
Ice wall hits Xeriyalaith the sandworm for (3 to ice), 3 cold (3 total damage).
Xeriyalaith the sandworm uses To The Arms.
Akais starts to bleed.
Akais attunes to the damage.
Akais is invigorated by the attack!
Akais is suffering and fails to concentrate on dealing damage.
Xeriyalaith the sandworm hits Akais for 97 physical, 5 fire (102 total damage).
Akais hits Xeriyalaith the sandworm for 3 physical, 0 arcane, 3 darkness, 18 cold, 8 mind (32 total damage).
Akais tries to swallow Xeriyalaith the sandworm!
Akais is invigorated by the attack!
Akais is invigorated by the attack!
Xeriyalaith the sandworm shrugs off the effect 'Dazed'!
Xeriyalaith the sandworm hits Akais for 6 fire, 6 fire (12 total damage).
Akais hits Xeriyalaith the sandworm for 29 nature, 3 acid, 5 fire, 2 mind, 2 lightning, 27 nature, 5 fire, 2 mind (74 total damage).
Akais stops regenerating health quickly.
Bleeding from Xeriyalaith the sandworm hits Akais for 10 physical damage.
Ice wall hits Xeriyalaith the sandworm for 3 cold damage.
Ice wall hits Xeriyalaith the sandworm for 3 cold damage.
Xeriyalaith the sandworm uses Blinding Powder.
Akais loses sight!
Akais is disabled.
Xeriyalaith the sandworm hits Akais for damage.
Bleeding from Xeriyalaith the sandworm hits Akais for 10 physical damage.
Akais's mind surges with critical power!
Akais is invigorated by the attack!
Something hits Akais for 165 fire damage.
Saving game...