Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Brawler |
Level / Exp | 20 / 6% |
Size | medium |
Lifes / Deaths | Killed by Cyruldanne the storm drake hatchling at level 20 on the 1st Time of Equilibrium 122nd year of Ascendancy at 00:25 / 1 |
Primary Stats
Strength | 42 (base 13) |
Dexterity | 45 (base 39) |
Constitution | 51 (base 10) |
Magic | 12 (base 10) |
Willpower | 15 (base 10) |
Cunning | 56 (base 47) |
Resources
Life | -4/814 |
Stamina | 181/214 |
Healing Factor | 1.3340316950178 |
Regeneration | 13.673824873932 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Barehand
Damage | 72 |
Accuracy | 43 |
Crit Chance | 22% |
APR | 16 |
Speed | 0.80 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Blight | +5% |
Physical | +10% |
Darkness | +3% |
All | 0% |
Offense: Damage Penetration
Arcane | +5% |
Defense: Base
Armour (hardiness) | 33 (35.65183292883%) |
Defense | 41 |
Ranged Defense | 44 |
Fatigue | 1.7763568394003E-15 |
Physical Save | 45 |
Spell Save | 37 |
Mental Save | 34 |
Defense: Resistances
Acid | + 12%( 70%) |
Physical | + 12%( 70%) |
Temporal | + 20%( 70%) |
Nature | + 20%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 12%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Confusion Resistance | 30% |
Disarm Resistance | 40% |
Stun Resistance | 53% |
Poison Resistance | 0% |
Knockback Resistance | 100% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by rogue. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Conversion (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 have explored the Sandworm Lair and vanquished their Queen. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. 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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed red crystal shard. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' 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 greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed sandworm tooth. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Umbrareeve the pair of iron boots (0 def, 3 armour) Umbrareeve the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +2 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10% chance to reduce armor by 16% ----- def ----- Armour +3 Fatigue +2% Resists +3% physical Phys.save +22 (+7 eff.) Mind.save +12 (+6 eff.) HP.reg +2.00 Heal.mod +5% Confus- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Chillpiercer (18/18, 16-22 power, 5 apr) Chillpiercer (18/18, 16-22 power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 16.0 - 22.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +1.0% Capacity 18 Ranged+ +8 cold On Hit.r1 +4 blight On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 7 Arrows are used with bows to pierce your foes to death. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 125% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | warrior's copper ring of perseverance warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
On fingers | gladiator's copper ring gladiator's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
Around neck | Gewe the gold amulet Gewe the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +3% cold +12% temporal Phys.save +9 (+3 eff.) HP.reg +2.00 Disease- +20% Confus- +20% Pinning- +25% Knockbk- +30% Amulets make your neck look great! |
Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Light source | Festerresolve the brass lantern Festerresolve the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Res.pen +5% arcane ----- def ----- Resists +3% acid +12% nature +5% arcane Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | cashmere cloak 'Ce'Nolrawe' (2 def, 0 armour) cashmere cloak 'Ce'Nolrawe' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex +2 Mag +1 Wil +1 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 16% * 20% chance to reduce all saves and defense by 18 ----- def ----- Defense +2 (+1 eff.) Max.HP +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
wild infusion of the psychic (res 21%; mental; dur 2; cd 10) wild infusion of the psychic (res 21%; mental; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 77; dur 4; cd 17) shielding rune (absorb 77; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 77 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
marksman's steel ring of aether (+12%) marksman's steel ring of aether (+12%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% arcane Acc +8 (+2 eff.) ----- def ----- Resists +12% arcane Rings make your fingers look great! |
Isiriana (22-33 power, 2 apr) Isiriana (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Psionic Power 22.0 - 33.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +16 darkness Against +10% Living While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +4 Resists +3% nature Mind.save +18 (+8 eff.) Die.at -40.00 life Blind- +20% Massive two-handed battleaxes. |
flaming steel dagger of massacre (18-23 power, 6 apr) flaming steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 fire Sharp, short and deadly. |
Rainthorn (25-40 power, 2 apr) Rainthorn (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 blight +8 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 7 While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% cold Melee Ret 4 cold On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +6% cold Massive two-handed swords. |
steel greatsword of erosion (20-32 power, 2 apr) steel greatsword of erosion (20-32 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 20.5 - 32.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 nature Massive two-handed swords. |
potent ash magestaff of power (19-22 power, 3 apr, arcane element) potent ash magestaff of power (19-22 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +13 (+10 eff.) Dmg.mod +19% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Velumina the linen robe (0 def, 4 armour) Velumina the linen robe (0 def, 4 armour)2.0 T1 cloth armor [Rare] Disrupt While equipped: Stats +4 Str dps ---------- Acc +5 (+1 eff.) On Melee Ret: * 4% chance to slow global speed by 44% * 4 arcane resource burn ----- def ----- Armour +4 Resists +3% physical +7% all Disarm- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Abyssbraid the steel mail armour (2 def, 6 armour) Abyssbraid the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Melee Ret 6 mind ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% blight +17% fire +5% arcane +21% lightning A suit of armour made of mail. |
enlightening steel plate armour (0 def, 9 armour) enlightening steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
Boratir the steel shield (10 def, 10 armour, 81.5 block) Boratir the steel shield (10 def, 10 armour, 81.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Str +3 Wil +2 Cun ----- def ----- Armour +10 Defense +10 (+4 eff.) Fatigue +8% Resists +18% cold ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield 'Corpsedare' (0 def, 5 armour, 59.5 block) iron shield 'Corpsedare' (0 def, 5 armour, 59.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Crit.mult +10.00% Res.pen +15% lightning +5% nature Acc +15 (+5 eff.) ----- def ----- Armour +5 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate 6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
54 alchemist agate 54 alchemist agate0.0 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. |
onyx onyx0.0 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. |
4 aquamarine 4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+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. |
bright brass lantern of the zealot bright brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ysarcur the Halfling Brawler level 19
79th Dusk 122nd year of Ascendancy at 22:19 see stats
By Ysarcur the Halfling Brawler level 10
8th Mirth 122nd year of Ascendancy at 08:31 see stats
By Ysarcur the Halfling Brawler level 20
79th Dusk 122nd year of Ascendancy at 23:42 see stats
By Ysarcur the Halfling Brawler level 18
68th Dusk 122nd year of Ascendancy at 00:37 see stats
By Ysarcur the Halfling Brawler level 11
10th Flare 122nd year of Ascendancy at 11:56 see stats
By Ysarcur the Halfling Brawler level 16
59th Dusk 122nd year of Ascendancy at 01:51 see stats
Log
Ysarcur hits Storm drake hatchling for 125 physical damage.
Ysarcur killed Storm drake hatchling!
Cyruldanne the storm drake hatchling uses Combustive Bullets.
Cyruldanne the storm drake hatchling tweaks some of his bullets.
Cyruldanne the storm drake hatchling shoots!
Cyruldanne the storm drake hatchling is fully armored again.
Burning from Cyruldanne the storm drake hatchling hits Ysarcur for (13 flat reduction), 43 fire (43 total damage).
Ysarcur performs a melee critical strike against Storm drake hatchling!
Melee retaliation hits Ysarcur for (1 flat reduction), 0 lightning (0 total damage).
Ysarcur hits Storm drake hatchling for 124 physical damage.
Ysarcur killed Storm drake hatchling!
Cyruldanne the storm drake hatchling's Shoot hits Ysarcur for (13 flat reduction), 39 physical, (13 flat reduction), 16 fire (56 total damage).
Cyruldanne the storm drake hatchling's Shoot hits Ysarcur for (13 flat reduction), 36 physical, (13 flat reduction), 16 fire (53 total damage).
Ysarcur uses Infusion: Primal.
Ysarcur attunes to the wild.
You are unable to move!
Cyruldanne the storm drake hatchling shoots!
Cyruldanne the storm drake hatchling is less vulnerable.
Ysarcur is no longer pinned.
Talent Clinch is ready to use.
Ysarcur HEALS from fire damage!
Burning from Cyruldanne the storm drake hatchling hits Ysarcur for (13 flat reduction), 43 fire, 9 healing (43 total damage) [10 healing].
Ysarcur is pinned to the ground.
Ysarcur HEALS from physical damage!
Ysarcur HEALS from fire damage!
Cyruldanne the storm drake hatchling's Shoot hits Ysarcur for (13 flat reduction), 35 physical, 8 healing, (13 flat reduction), 26 nature (62 total damage) [8 healing].
Cyruldanne the storm drake hatchling's Shoot hits Ysarcur for (13 flat reduction), 32 physical, 7 healing, (13 flat reduction), 16 fire, 5 healing (49 total damage) [13 healing].
Ysarcur the level 20 halfling brawler was naturalised to death by Cyruldanne the storm drake hatchling on level 1 of Intimidating Cave.