













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
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 | Normal Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 28 / 96% |
Size | medium |
Lifes / Deaths | Killed by deformed giant venus flytrap at level 9 on the 8th Mirth 122nd year of Ascendancy at 13:29 / 3Killed by Yvinn the corrupted plasmic disruptor at level 28 on the 58th Pyre 123rd year of Ascendancy at 01:49 Killed by Forest Troll Hedge-Wizard at level 28 on the 58th Pyre 123rd year of Ascendancy at 20:35 |
Antimagic | Follower |
Primary Stats
Strength | 20 (base 13) |
Dexterity | 81 (base 60) |
Constitution | 15 (base 10) |
Magic | 14 (base 10) |
Willpower | 36 (base 10) |
Cunning | 79 (base 53) |
Resources
Life | -124/639 |
Stamina | 140/261 |
Healing Factor | 1.0405405405405 |
Regeneration | 9.2406461405197 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.9999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -998 |
Infravision | 10 |
See Stealth | 80.708567382067 |
See Invisible | 86.708567382067 |
Stealth | 64.524815051471 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 96 |
Accuracy | 70 |
Crit Chance | 45% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 80 |
Accuracy | 70 |
Crit Chance | 45% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +19% |
Lightning | +12% |
Physical | +5% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Acid | +25% |
Physical | +8% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 33 (70.376569037657%) |
Defense | 66 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 36 |
Mental Save | 40 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 36%( 70%) |
Cold | + 45%( 70%) |
All | + 3%( 70%) |
Darkness | + 9%( 70%) |
Light | + 15%( 70%) |
Lightning | + 42%( 70%) |
Physical | + 20%( 70%) |
Fire | + 13%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Disarm Resistance | 47% |
Instadeath Resistance | 100% |
Confusion Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 798% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
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 341 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Cunning / Artifice | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
talent | Stealth |
talent | Trained Reactions |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.0 and stamina regeneration by 1.2. Soothing Darkness |
beneficial effect | The target is able to make actions and attacks while remaining stealthed. Shadow Dance |
beneficial effect | You gain 29% resistance against arcane. Resolve |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 32 defense. Evasion |
beneficial effect | The target is recovering 21 life each turn. Recovery |
beneficial effect | The target's critical strike damage bonus is increased by 36%. Shadowstrike |
beneficial effect | Parrying melee and ranged attacks: Has a 72% chance to deflect up to 26 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You failed to protect the injured seer from death by orc soldier. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by skeleton master archer. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Cunning by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Evasion (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Gyma the bee swarm. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant thunderer. Escort: repented thief (level 5 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by degenerated skeleton warrior. Escort: worried loremaster (level 4 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 259. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 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 | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +6.00% Phys.pwr +8 (+3 eff.) ----- def ----- Armour +4 Defense +9 (+3 eff.) Rng.Def +9 (+2 eff.) Max.HP +41.00 ---------- misc Stam/turn +0.80 Light +2 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 | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Mag +5 Wil +8 Con ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +3% Resists +3% all Phys.save +8 (+4 eff.) ---------- misc See.Invis +6 A cap made of leather. |
On hands | ![]() 1.0 T3 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Dex +15 Wil +5 Cun -8 Con dps ---------- Acc +7 (+1 eff.) Apr +8 ----- def ----- Armour +2 HP.reg +3.00 Disarm- +25% ---------- misc Stam/turn +0.60 Psi/turn +0.17 Infravis +2 Telepathy Demon/Minor Demon/Major Masteries +0.20 Technique/Grappling Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +7 Apr +10 Crit +3.0% Atk.spd 100% On Crit.r2 +4 mind On Hit: 10% Disarm 3 On Hit: 15% Perfect Strike 3 On Hit: 10% Second Wind 1 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +12% blight +7% physical +12% light +6% acid Spell.save +30 (+11 eff.) Mind.save +6 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +19% acid Res.pen +20% lightning +25% acid Melee Ret 8 acid On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +44% acid +6% lightning Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +4 Wil +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.60 ---------- misc Stam/turn +0.90 Amulets can have magical properties. |
In main hand | ![]() 1.0 T4 dagger 1H weapon [Ego+] Master Power 28.0 - 36.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 16 bleeding, 59% reduced healing While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+2 eff.) Acc +7 (+1 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +22% Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.pwr +3 (+1 eff.) Apr +2 ----- def ----- Armour +4 Phys.save +30 (+12 eff.) Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Ego+] Master Power 28.0 - 36.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +8 (+2 eff.) Apr +4 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +12% lightning Res.pen +10% nature ----- def ----- Defense +2 (+1 eff.) Resists +9% nature +27% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +8 (+3 eff.) Mind.pwr +6 (+2 eff.) Melee Ret 14 physical On Melee Ret: * 31% chance to disease * 25% chance to inflict 15% damage reduction ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +8% acid +11% physical +6% darkness +23% cold +6% nature +10% fire +5% arcane +7% lightning A suit of armour made of leather. |
Inventory
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+4 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Crit.dmg- 10.00% Phys.save +30 (+12 eff.) Spell.save +38 (+14 eff.) Poison- +15% Silence- +10% Pinning- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy Armour Training [Rare] Nature While equipped: dps ---------- Mov.spd +10% Res.pen +15% nature Melee Ret 8 light On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Armour +4 Fatigue -4% Resists +6% light Max.HP +44.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +4 (+1 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% blight Spell.save +8 (+4 eff.) HP.reg +1.30 ---------- misc Stam/turn +0.60 Max.stam +11.00 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +8 Crit +1.0% Atk.spd 100% On Hit: 10% Slumber 1 On Hit: * Slows global speed by 11% * 11% chance to corrode armour by 30% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 18% chance to reduce effective powers by 20% * 19 arcane resource burn ----- def ----- Armour +2 Spell.save +9 (+4 eff.) Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 18% chance to reduce effective powers by 20% * 20 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 14.0 T3 heavy armor Reqs Str 28 Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% A suit of armour made of mail. |
![]() 9.0 T2 light armor [Random Unique] Disrupt/Master While equipped: Stats +4 Str +4 Dex dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +7% Resists +12% blight +18% cold +19% nature +3% lightning Phys.save +7 (+4 eff.) ---------- misc Light +2 A suit of armour made of leather. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 64% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on 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. |
![]() 2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 11, power 40 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +2 Strike Cooldown Strike -1 Creates a wall of flames lasting 4 turns (dealing 153 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Polur the Halfling Rogue level 27
49th Pyre 123rd year of Ascendancy at 19:26 see stats
By Polur the Halfling Rogue level 16
36th Haze 122nd year of Ascendancy at 09:51 see stats
By Polur the Halfling Rogue level 26
37th Pyre 123rd year of Ascendancy at 05:13 see stats
By Polur the Halfling Rogue level 20
73rd Regrowth 123rd year of Ascendancy at 09:21 see stats
By Polur the Halfling Rogue level 15
32nd Haze 122nd year of Ascendancy at 14:05 see stats
By Polur the Halfling Rogue level 10
3rd Flare 122nd year of Ascendancy at 17:04 see stats
By Polur the Halfling Rogue level 17
56th Regrowth 123rd year of Ascendancy at 22:59 see stats
By Polur the Halfling Rogue level 27
43rd Pyre 123rd year of Ascendancy at 10:31 see stats
By Polur the Halfling Rogue level 16
36th Haze 122nd year of Ascendancy at 12:06 see stats
By Polur the Halfling Rogue level 10
10th Mirth 122nd year of Ascendancy at 17:05 see stats
By Polur the Halfling Rogue level 20
60th Regrowth 123rd year of Ascendancy at 16:44 see stats
By Polur the Halfling Rogue level 12
46th Dusk 122nd year of Ascendancy at 01:41 see stats
By Polur the Halfling Rogue level 28
55th Pyre 123rd year of Ascendancy at 20:11 see stats
By Polur the Halfling Rogue level 16
36th Haze 122nd year of Ascendancy at 09:51 see stats
By Polur the Halfling Rogue level 18
59th Regrowth 123rd year of Ascendancy at 00:34 see stats
By Polur the Halfling Rogue level 17
55th Regrowth 123rd year of Ascendancy at 04:41 see stats
By Polur the Halfling Rogue level 24
33rd Pyre 123rd year of Ascendancy at 18:05 see stats
By Polur the Halfling Rogue level 16
36th Haze 122nd year of Ascendancy at 05:58 see stats
By Polur the Halfling Rogue level 9
8th Mirth 122nd year of Ascendancy at 13:29 see stats
By Polur the Halfling Rogue level 25
36th Pyre 123rd year of Ascendancy at 18:37 see stats
Log
Forest Troll Hedge-Wizard is no longer sleeping.
Forest Troll Hedge-Wizard slows down.
Deep Wound from Polur hits Forest Troll Hedge-Wizard for 22 physical damage.
Bleeding from Polur hits Forest Troll Hedge-Wizard for 63 physical damage.
Forest Troll Hedge-Wizard casts Rune: Reflection Shield.
A shield forms around Forest Troll Hedge-Wizard.
Polur is no longer evading attacks.
Polur uses Flurry.
Polur throws a grappling hook at Forest Troll Hedge-Wizard!
Polur performs a melee critical strike against Forest Troll Hedge-Wizard!
Polur's grappling hook latches onto Forest Troll Hedge-Wizard!
Polur is dragged towards Forest Troll Hedge-Wizard!
Forest Troll Hedge-Wizard is pinned to the ground.
Forest Troll Hedge-Wizard reflects damage back to Polur!
Bleeding from Polur hits Forest Troll Hedge-Wizard for (63 absorbed), 0 physical (0 total damage).
Deep Wound from Polur hits Forest Troll Hedge-Wizard for (22 absorbed), 0 physical (0 total damage).
Forest Troll Hedge-Wizard hits Polur for 63 reflected, 22 reflected (85 total damage).
Forest Troll Hedge-Wizard casts Manathrust.
Polur reacts to damage from Forest Troll Hedge-Wizard, mitigating the blow!.
Polur's mind surges with critical power!
Polur is invigorated by the attack!
Forest Troll Hedge-Wizard hits Polur for (35 reacted , -6 stam), 70 arcane (70 total damage).
Polur uses Flurry.
Polur performs a melee critical strike against Forest Troll Hedge-Wizard!
Polur is recovering from the damage!
Polur tries to evade attacks.
Polur performs a melee critical strike against Forest Troll Hedge-Wizard!
Saving game...