
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Class: Revamped Wyrmic 1.6.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Items Vault 1.6.0Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Mage Knight 1.6.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Ashes of Urh'Rok 1.6.7Official 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:
Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Better Item Description 1.6.6This 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 Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Forbidden Cults 1.6.7Official 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 Roguelike |
| Sex | Male |
| Race | Bloodruned |
| Class | Sea Knight |
| Level / Exp | 6 / 52% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 32 (base 28) |
| Magic | 18 (base 14) |
| Willpower | 12 (base 12) |
| Cunning | 13 (base 13) |
Resources
| Life | 233/260 |
| Essence | 88/124 |
| Healing Factor | 1.1633663366337 |
| Regeneration | 0.29084158415842 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 37 |
| Crit Chance | 3% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 20 |
| Mental Save | 19 |
Defense: Resistances
| Blight | + 7%( 69%) |
| Nature | + 26%( 79%) |
| Cold | + 26%( 79%) |
| All | + 10%( 73%) |
Defense: Immunities
| Poison Resistance | 8% |
| Instadeath Resistance | 100% |
Inscriptions (1/3)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Healing Waters | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Riptide | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / One With the Sea | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Bloodruned | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Flexible Combat Training | 1.30 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat Casting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Eldritch Combat |
Quests
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
| Main armor | linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On hands | rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 6.5 - 7.2 Physical Uses 5% Dex, 2% Cun, 120% Mag 0% Str Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
| Cloak | linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Inventory
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 5% Dex, 90% Mag, 0% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Ividheda the Murkwake (18.5-27.75 power, 1 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Rare] Psionic Power 18.5 - 27.8 Physical Uses 120% Mag, 7% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 20% chance to slow global speed by 53% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +4 Wil Massive two-handed mauls. |
Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 130% Mag, 7% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Emelotta the Crackleidol (23.5-37.6 power, 1 apr)3.0 T1 greatsword 2H weapon Reqs Str 11 [Rare] Master Power 23.5 - 37.6 Physical Uses 120% Mag, 7% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% lightning Melee Ret 4 acid ----- def ----- Resists +9% lightning +3% fire Massive two-handed swords. |
elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Normal] Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
balanced iron longsword (11.5-16.1 power, 2 apr)3.0 T1 longsword 1H weapon Reqs Str 11 [Ego] Master Power 11.5 - 16.1 Physical Uses 100% Mag, 6% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +20% Sharp, long, and deadly. |
hateful iron longsword (12-16.8 power, 2 apr)3.0 T1 longsword 1H weapon Reqs Str 11 [Ego] Psionic Power 12.0 - 16.8 Physical Uses 100% Mag, 6% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 darkness Against +6% Living Sharp, long, and deadly. |
Yvolle the Gloompyre (11-15.4 power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Rare] Nature Power 11.0 - 15.4 Physical Uses 100% Mag, 6% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature While equipped: ----- def ----- Defense +5 (+5 eff.) Resists +3% blight +3% nature +3% darkness Mind.save +9 (+5 eff.) Blunt and deadly. |
iron mace (12.5-17.5 power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Normal] Power 12.5 - 17.5 Physical Uses 100% Mag, 6% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
iron mace 'Ivarin' (17-23.8 power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Rare] Master Power 17.0 - 23.8 Physical Uses 100% Mag, 6% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Con ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +3 Blunt and deadly. |
iron mace of massacre (17-23.8 power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Master Power 17.0 - 23.8 Physical Uses 100% Mag, 6% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
horrifying mossy mindstar of clarity (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 3% Wil, 80% Mag, 2% Cun Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Melee+ 5 mind 3 darkness Dmg.mod +2% mind +2% darkness ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +10.00 Talents +1 Attune Mindstar 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. |
nature's mossy mindstar of life (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.0 - 2.2 Nature Uses 3% Wil, 80% Mag, 2% Cun Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Max.HP +10.00 HP.reg +0.50 Disease- +10% ---------- misc Talents +1 Attune Mindstar 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. |
hateful iron waraxe of vileness (12-16.8 power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Arcane/Psionic Power 12.0 - 16.8 Physical Uses 100% Mag, 6% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 blight +7 darkness Against +5% Living On Hit: * 7% chance to reduce strength, dexterity, and constitution by 25 One-handed war axes. |
iron waraxe 'Ce'Nagara' (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Rare] Arcane Power 11.5 - 16.1 Physical Uses 100% Mag, 6% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 light Against +5% Undead While equipped: dps ---------- Mind.crit +3% Mind.pwr +5 (+1 eff.) Res.pen +5% mind ---------- misc Hate/m.crit +1.00 One-handed war axes. |
cleansing rough leather belt of life1.0 T1 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +6% acid +5% blight HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glowburst (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Melee Ret 4 light ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold Crit.dmg- 5.00% ---------- misc See.Invis +9 A cap made of leather. |
rough leather cap of absorption (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/ret +0.70 Equi/ret +0.80 A cap made of leather. |
prismatic iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs - Heavy armour training Str 14 [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +11% light +10% darkness A suit of armour made of mail. |
rejuvenating iron plate armour of cold resistance (0 def, 7 armour)17.0 T1 massive armor Reqs - Massive armour training Mag 22,Str 22 [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +16% cold HP.reg +2.20 ---------- misc Stam/turn +0.60 A suit of armour made of metal plates. |
flaming dwarven-steel shield of fire resistance (+21%) (0 def, 6 armour, 28.5-34.2 power, 85 block)7.0 T3 shield armor Reqs - Shield usage training Mag 24,Str 24 [Ego] Nature/Master When used to Attack: Power 28.5 - 34.2 Physical Uses 100% Mag, 6% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +85 On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire ----- def ----- Armour +6 Fatigue +8% Resists +21% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Lightningdredge (17/17, 21-29.4 power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 21.0 - 29.4 Physical Uses 0% Str, 120% Mag, 7% Dex Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +9.0% Capacity 17 Ranged+ +4 light +12 lightning On Crit.r2 +16 lightning On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
acidic quiver of elm arrows of accuracy (21/21, 12-16.8 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane/Master Power 12.0 - 16.8 Physical Uses 7% Dex, 120% Mag, 0% Str Acc+ +0.3% crit chance (max 25%) Acc +9 Apr +5 Crit +1.0% Capacity 21 On Crit: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 Arrows are used with bows to pierce your foes to death. |
2 agate0.0 T1 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
self-loading pouch of steel shots of accuracy (18/18, 19.5-23.4 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 19.5 - 23.4 Physical Uses 4% Dex, 120% Mag, 3% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +2 Crit +4.5% Capacity 18 Rld cld 5 Shots are used with slings to pummel your foes to death. |
iron torque of gale force 'Sileseta' [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +20% mind ----- def ----- Resists +3% darkness +3% acid Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Emeraldas the Bloodruned Sea Knight level 5
18th Voratun 122nd year of Ascendancy at 12:20 see stats
Log
Emeraldas casts Erosion Bolt.
Armoured skeleton warrior is encased in ice!
Emeraldas receives 59 healing.
Eroded from Emeraldas hits Armoured skeleton warrior for (8 to ice), 11 nature, (8 to ice), 13 cold (24 total damage).
Armoured skeleton warrior is free from the ice.
Armoured skeleton warrior casts Rune: Shielding.
A shield forms around armoured skeleton warrior.
Talent Erosion Bolt is ready to use.
Eroded from Emeraldas hits Armoured skeleton warrior for (8 to ice), 11 nature, (8 to ice), 13 cold (24 total damage).
Armoured skeleton warrior hits Emeraldas for 66 physical, 13 lightning (80 total damage).
Emeraldas casts Erosion Bolt.
Armoured skeleton warrior is encased in ice!
Emeraldas receives 59 healing.
Talent Erosion Wave is ready to use.
Eroded from Emeraldas hits Armoured skeleton warrior for (19 absorbed), 0 nature, (21 absorbed), 0 cold (0 total damage).
Emeraldas casts Erosion Wave.
Armoured skeleton warrior is free from the ice.
Talent Erosion Bolt is ready to use.
Eroded from Emeraldas hits Armoured skeleton warrior for (19 absorbed), 0 nature, (21 absorbed), 0 cold (0 total damage).
Armoured skeleton warrior hits Emeraldas for 53 physical, 13 lightning (66 total damage).
Emeraldas casts Erosion Bolt.
Armoured skeleton warrior is encased in ice!
Emeraldas receives 59 healing.
Emeraldas deactivates Eldritch Combat.


































