













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 | 13 / 92% |
Size | big |
Lifes / Deaths | Killed by corrupted gelatinous cube at level 13 on the 58th Haze 122nd year of Ascendancy at 00:02 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 22 (base 17) |
Dexterity | 12 (base 10) |
Constitution | 13 (base 11) |
Magic | 8 (base 10) |
Willpower | 44 (base 39) |
Cunning | 26 (base 21) |
Resources
Life | -8/416 |
Equilibrium | 43 |
Healing Factor | 1.3245901639344 |
Regeneration | 2.0531147540983 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -38.906132389683% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 24.602579952692 |
See Invisible | 24.602579952692 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 29 |
Accuracy | 44 |
Crit Chance | 14% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | 36 |
Accuracy | 44 |
Crit Chance | 10% |
APR | 47 |
Speed | 1.00 |
Offense: Spell
Spellpower | 0 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Nature | +10% |
Physical | +3% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Defense: Base
Armour (hardiness) | 37.108580675692 (56.923076923077%) |
Defense | 0 |
Ranged Defense | 9 |
Fatigue | 21 |
Physical Save | 8 |
Spell Save | 26 |
Mental Save | 27 |
Defense: Resistances
Acid | + 1%( 70%) |
Blight | + 26%( 70%) |
Physical | + 3%( 70%) |
Cold | + 54%( 70%) |
All | 0%( 70%) |
Darkness | + 22%( 70%) |
Light | + 6%( 70%) |
Lightning | + 38%( 70%) |
Fire | + 10%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Poison Resistance | 50% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 177 life over 5 turns. Its effects scale with your Cunning stat. |
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 104 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning 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 |
| 1/5 |
| 0/5 |
| 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 |
| 4/5 |
| 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 | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Wild Growth |
talent | Psiblades |
talent | Icy Skin |
detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
detrimental effect | The target has 20 reduced saves and defense, 10% reduced critical chance, and 11% chance to fail talent use. 10 Jinx |
beneficial effect | You gain 22% resistance against darkness. Resolve |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The target is being driven mad by the void, taking 13.06 darkness damage per turn and reducing all powers by 12. Dark Whispers |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
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 repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+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 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 |
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 Shade. | done |
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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed ice ant stinger. | 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 within3 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 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Rng.Def +3 (+3 eff.) Fatigue +2% ---------- misc Infravis +1 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 [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +6% lightning ----- def ----- Resists +6% lightning Mind.save +15 (+8 eff.) Max.HP +42.00 ---------- misc Light +2 Telepathy Demon/Minor Demon/Major 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] Master While equipped: dps ---------- Melee Ret 12 fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% light +6% cold Spell.save +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 14 and armour hardiness by 30% Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+4 eff.) Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 49% Wil, 16% Cun Mastery Psiblades Acc uses Wil Apr +23 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 55.46 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
On hands | ![]() 1.0 T1 hands armor [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +5 (+2 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% blight Spell.save +9 (+4 eff.) HP.reg +1.30 ---------- misc Stam/turn +0.60 Max.stam +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature This natural frost should be returned to the wyrm. Power 9.0 - 9.9 Nature Uses 65% Wil, 33% Cun Mastery Psiblades Acc uses Wil Apr +37 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) Dmg.mod +10% cold Res.pen +5% cold Melee Ret 6 ice ----- def ----- Armour +5 Resists +7% cold 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 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Cun dps ---------- Dmg.mod +3% physical Acc +14 (+7 eff.) Apr +4 ----- def ----- Armour +4 Defense +7 (+5 eff.) Rng.Def +6 (+6 eff.) Max.HP +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +15% cold A suit of armour made of mail. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 27) for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 12.0 - 15.6 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 18.0 - 27.0 Light Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Phasing +20% On Hit: * 25% chance to put talents on cooldown While equipped: Stats +3 Dex dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +9% physical ----- def ----- Phys.save +3 (+3 eff.) Max.HP +30.00 Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 26.5 - 39.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +12 Crit +1.0% Atk.spd 100% Phasing +14% Massive two-handed mauls. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.0 - 4.4 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +6% nature +3% blight Phys.save +4 (+4 eff.) Spell.save +5 (+2 eff.) Mind.save +3 (+2 eff.) Confus- +25% Pinning- +10% Stun/Frz- +15% Knockbk- +10% ---------- misc Equi/ret +0.80 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. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +15% darkness ----- def ----- Phys.save +7 (+7 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+2 eff.) Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Spell.pwr +11 (+4 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +7% all ----- def ----- Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Dmg.mod +15% mind +3% light ----- def ----- Armour +1 Defense +10 (+8 eff.) Fatigue +1% ---------- misc Equi/ret +0.12 Light +3 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Dex dps ---------- Spell.crit +3% Spell.pwr +4 (+0 eff.) Acc +10 (+5 eff.) ----- def ----- Armour +1 ---------- misc Mana/turn +0.13 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% acid ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+3 eff.) Fatigue +1% Resists +6% lightning +7% temporal +12% nature +6% acid Poison- +15% Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
![]() 9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% HP.reg +2.40 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
![]() 7.0 T1 shield armor [Rare] Nature When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +22 Melee+ +12 arcane On Hit.r1 +11 fire While equipped: Stats +8 Dex +2 Wil dps ---------- Melee+ 6 fire Melee Ret 8 arcane 11 fire ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor [Normal] When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +43 While equipped: ----- def ----- Armour +2 Defense +6 (+4 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Normal] Power 21.5 - 30.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 22 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane Power 18.0 - 25.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 12 Ranged+ +8 blight On Hit: * 9% chance to disease 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 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. |
![]() 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 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 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 (101 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. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Ego] Nature Power 22.0 - 26.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 24 Proj.spd +200% On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane Power 21.5 - 25.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 17 Rld cld 4 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane/Master Power 18.5 - 22.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +5 Apr +2 Crit +4.5% Capacity 15 Rld cld 5 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Ego] Psionic Power 22.0 - 26.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 22 Rld cld 6 Ranged+ +9 mind On Hit: * 15% chance to cause random gloom Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% nature Melee Ret 16 nature 8 acid ----- def ----- Resists +6% nature +9% acid Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 8 beam dealing 26.60 to 53.20 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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 Aurir the Krog Wyrmic level 9
1st Flare 122nd year of Ascendancy at 19:16 see stats
By Aurir the Krog Wyrmic level 10
1st Dusk 122nd year of Ascendancy at 09:49 see stats
By Aurir the Krog Wyrmic level 11
11st Dusk 122nd year of Ascendancy at 07:27 see stats
By Aurir the Krog Wyrmic level 6
79th Pyre 122nd year of Ascendancy at 19:55 see stats
Log
Aurir is invigorated by the attack!
Dark Whispers from Corrupted gelatinous cube hits Aurir for 10 darkness damage.
Poison from Aurir hits Corrupted gelatinous cube for 1 nature damage.
Corrupted gelatinous cube casts Dark Whispers.
Aurir is invigorated by the attack!
Dark Whispers from Corrupted gelatinous cube hits Aurir for 11 darkness damage.
Poison from Aurir hits Corrupted gelatinous cube for 1 nature damage.
Aurir is invigorated by the attack!
Corrupted gelatinous cube uses Stunning Blow.
Aurir hits Corrupted gelatinous cube for 4 cold, 4 physical, 11 cold, 5 fire (23 total damage).
Dark Whispers from Corrupted gelatinous cube hits Aurir for 10 darkness damage.
Corrupted gelatinous cube hits Aurir for 46 physical damage.
Corrupted gelatinous cube stops being poisoned.
Swallow is still on cooldown for 1 turns.
Aurir is invigorated by the attack!
Dark Whispers from Corrupted gelatinous cube hits Aurir for 8 darkness damage.
Corrupted gelatinous cube casts Dark Whispers.
Aurir's mind surges with critical power!
Aurir is invigorated by the attack!
Dark Whispers from Corrupted gelatinous cube hits Aurir for 10 darkness damage.
Today is the 58th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Corrupted gelatinous cube uses Warshout.
Aurir wanders around!.
Aurir is invigorated by the attack!
Dark Whispers from Corrupted gelatinous cube hits Aurir for 14 darkness damage.
Aurir moves reluctantly!
Aurir is invigorated by the attack!
Dark Whispers from Corrupted gelatinous cube hits Aurir for 12 darkness damage.
Corrupted gelatinous cube casts Accelerate.
Saving game...