










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Female |
Race | Cornac |
Class | Berserker |
Level / Exp | 20 / 73% |
Size | medium |
Lifes / Deaths | Killed by The Fragmented Essence of Harkor'Zun at level 20 on the 46th Haze 122nd year of Ascendancy at 08:15 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 76 (base 48) |
Dexterity | 11 (base 11) |
Constitution | 33 (base 30) |
Magic | 10 (base 10) |
Willpower | 32 (base 16) |
Cunning | 25 (base 17) |
Resources
Life | -163/552 |
Stamina | 86/212 |
Equilibrium | 30 |
Healing Factor | 1.3289294477288 |
Regeneration | 4.0532348155727 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
Offense: Mainhand
Damage | 124 |
Accuracy | 36 |
Crit Chance | 33% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Temporal | +9% |
All | 0% |
Mind | +15% |
Nature | +6% |
Offense: Damage Penetration
Mind | +10% |
Physical | +10% |
Fire | +5% |
Light | +20% |
Defense: Base
Armour (hardiness) | 28.317011280365 (72.903125182002%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 15 |
Physical Save | 33 |
Spell Save | 26 |
Mental Save | 22 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 25%( 70%) |
Cold | + 34%( 70%) |
All | + 10%( 70%) |
Lightning | + 15%( 70%) |
Light | + 35%( 70%) |
Mind | + 15%( 70%) |
Darkness | + 22%( 70%) |
Fire | + 17%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 10% |
Poison Resistance | 45% |
Blind Resistance | 71% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Constitution stat. |
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 13% 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 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 475% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +5. | done |
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 Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed wretchling eyeball. * '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 giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed red crystal shard. 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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Acc +15 (+6 eff.) ----- def ----- Armour +5 Fatigue +2% Die.at -60.00 life Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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 | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +7 (+2 eff.) ----- def ----- Resists +3% lightning +9% cold +12% nature Crit.chn- 10.00% Blind- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +9% mind +9% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Def/telep +5 Res/telep +5% Dur/telep +5% A cap made of leather. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +3% mind Melee Ret 4 nature ----- def ----- Resists +3% lightning +9% cold Spell.save +12 (+6 eff.) Blast the opponent's mind dealing 276 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Res.pen +5% light +10% physical Acc +15 (+6 eff.) ----- def ----- Armour +8 Resists +8% fire +3% light +9% cold A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 greatmaul 2H weapon [Rare] Master Power 135% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +16 lightning +8 arcane On Hit.r1 +4 lightning On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Wil dps ---------- Phys.crit +10.0% Phys.pwr +10 (+2 eff.) Res.pen +10% light ---------- misc Max.mana +60.00 Massive two-handed mauls. |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 nature Dmg.mod +6% nature +3% lightning ----- def ----- Armour +2 Resists +11% nature Phys.save +3 (+2 eff.) Die.at -20.00 life Heal.mod +15% Blind- +20% Cut- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +6 Wil dps ---------- Melee Ret 8 mind ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +6% blight HP.reg +2.80 ---------- misc Stam/turn +0.70 Psi/ret +0.08 A suit of armour made of mail. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Wil +3 Cun +3 Con dps ---------- Dmg.mod +3% mind Res.pen +10% mind +5% light Melee Ret 6 mind ----- def ----- Defense +2 (+2 eff.) Resists +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Res.pen +5% fire Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce armor by 10% ----- def ----- Resists +9% acid +13% darkness +11% blight +20% nature +22% light Blind- +31% Poison- +45% Disease- +27% ---------- misc Masteries +0.35 Technique/Warcries Amulets make your neck look great! |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Nature Power 146% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +24 nature On Crit.r2 +16 lightning +16 cold While equipped: dps ---------- Mov.spd +31% Dmg.mod +6% cold Res.pen +12% lightning +26% cold On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Resists +3% nature Massive two-handed swords. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Arcane/Nature/Psionic Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +21 acid +9 nature On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Res.pen +21% acid +8% nature Apr +7 Melee Ret 6 lightning On Hit (Melee): * 10% chance to reduce armor by 10% Blunt and deadly. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Psionic Power 138% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 mind On Hit: * 11% chance to reduce all saves and defense by 19 While equipped: Stats +3 Wil +3 Cun +4 Con dps ---------- Dmg.mod +6% blight Melee Ret 4 acid One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Dmg.mod +6% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% darkness Die.at -40.00 life Pinning- +20% One-handed war axes. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +6 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +3 Resists +5% arcane Phys.save +11 (+6 eff.) Mind.save +14 (+7 eff.) A pair of boots made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +124 While equipped: Stats +3 Con ----- def ----- Armour +6 Fatigue +8% Resists +15% cold +9% nature +3% light ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +3 Cun +5 Str dps ---------- Spell.crit +2% Dmg.mod +3% blight Res.pen +10% arcane Phasing +30% Acc +5 (+3 eff.) ----- def ----- Fatigue -7% ---------- misc Max.mana +40.00 Infravis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Cun dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +12% cold Acc +5 (+3 eff.) ----- def ----- Resists +2% physical Die.at -60.00 life ---------- misc Max.stam +10.00 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Dex +2 Mag +7 Wil +3 Con ----- def ----- Resists +3% nature Mind.save +8 (+4 eff.) ---------- misc Light +4 See.Stealth +10 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 +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. |
![]() 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 Lynhov the Cornac Berserker level 18
39th Haze 122nd year of Ascendancy at 19:07 see stats
By Lynhov the Cornac Berserker level 14
12nd Haze 122nd year of Ascendancy at 02:57 see stats
By Lynhov the Cornac Berserker level 10
43rd Dusk 122nd year of Ascendancy at 10:14 see stats
By Lynhov the Cornac Berserker level 20
45th Haze 122nd year of Ascendancy at 20:14 see stats
By Lynhov the Cornac Berserker level 16
26th Haze 122nd year of Ascendancy at 20:17 see stats
By Lynhov the Cornac Berserker level 10
47th Dusk 122nd year of Ascendancy at 06:40 see stats
By Lynhov the Cornac Berserker level 12
58th Dusk 122nd year of Ascendancy at 07:38 see stats
By Lynhov the Cornac Berserker level 17
27th Haze 122nd year of Ascendancy at 08:52 see stats
Log
Lynhov stops regenerating health quickly.
Lynhov misses The Fragmented Essence of Harkor'Zun.
Lynhov HEALS from physical damage!
Lynhov's manaburn arcane area effect hits The Fragmented Essence of Harkor'Zun for 0 arcane damage.
Lynhov's manaburn arcane area effect hits The Fragmented Essence of Harkor'Zun for 0 arcane damage.
Lynhov's manaburn arcane area effect hits The Fragmented Essence of Harkor'Zun for 0 arcane damage.
Lynhov's manaburn arcane area effect hits Lynhov for 0 arcane damage.
Lynhov's manaburn arcane area effect hits The Fragmented Essence of Harkor'Zun for 0 arcane damage.
Lynhov's manaburn arcane area effect hits The Fragmented Essence of Harkor'Zun for 0 arcane damage.
Lynhov's manaburn arcane area effect hits Rantha the Worm for 0 arcane damage.
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 15 mind, (1 to psi shield), 2 nature, 2 fire (18 total damage).
The Fragmented Essence of Harkor'Zun hits Lynhov for 29 physical, 6 healing, 3 physical (32 total damage) [6 healing].
The Fragmented Essence of Harkor'Zun slows down.
Lynhov HEALS from physical damage!
Lynhov HEALS from nature damage!
The Fragmented Essence of Harkor'Zun's Beyond the Flesh hits Lynhov for 14 physical, 3 healing, (3 antimagic), 0 nature, 1 healing, 3 physical (16 total damage) [4 healing].
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 15 mind, (1 to psi shield), 2 nature, 2 fire (18 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 15 mind, (1 to psi shield), 2 nature, 2 fire (18 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 15 mind, (1 to psi shield), 2 nature, 2 fire (18 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 7 mind, (1 to psi shield), 2 nature, 2 fire (11 total damage).
Deep Wound from Lynhov hits Rantha the Worm for 109 physical damage.
The Fragmented Essence of Harkor'Zun's Beyond the Flesh hits Lynhov for 16 physical, 3 healing, (3 antimagic), 0 nature, 2 healing, 3 physical (19 total damage) [5 healing].
The Fragmented Essence of Harkor'Zun's Beyond the Flesh hits Lynhov for 26 physical, 5 healing, (3 antimagic), 0 nature, 2 healing, 3 physical (29 total damage) [7 healing].
The Fragmented Essence of Harkor'Zun's Beyond the Flesh hits Lynhov for 26 physical, 5 healing, (3 antimagic), 0 nature, 2 healing, 3 physical (29 total damage) [7 healing].
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 15 mind, (1 to psi shield), 2 nature, 2 fire (18 total damage).
The Fragmented Essence of Harkor'Zun hits Lynhov for 31 physical damage.
Lynhov the level 20 cornac berserker was smashed to death by The Fragmented Essence of Harkor'Zun on level 4 of Daikara.
Lynhov no longer revels in blood quite so much.
Lynhov's rage subsides!