










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
Possessor Bonus Class 1.5.4Donators/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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 18 / 29% |
Size | medium |
Lifes / Deaths | Killed by Ce'Natira the shadowblade at level 18 on the 75th Dusk 122nd year of Ascendancy at 07:17 / 1 |
Primary Stats
Strength | 44 (base 35) |
Dexterity | 59 (base 46) |
Constitution | 12 (base 10) |
Magic | 20 (base 10) |
Willpower | 20 (base 10) |
Cunning | 33 (base 12) |
Resources
Life | -268/495 |
Stamina | 120/136 |
Healing Factor | 0.58762062955659 |
Regeneration | 2.3211014867485 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 27.712164534463 |
See Invisible | 33.712164534463 |
Offense: Mainhand
Damage | 76 |
Accuracy | 59 |
Crit Chance | 22% |
APR | 17 |
Speed | 0.80 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Light | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Mind | +20% |
Nature | +11% |
Defense: Base
Armour (hardiness) | 13 (64.692942254812%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 14 |
Mental Save | 22 |
Defense: Resistances
Lightning | + 33%( 70%) |
Temporal | + 20%( 70%) |
Blight | + 28%( 70%) |
Nature | + 20%( 70%) |
Acid | + 23%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 51% |
Confusion Resistance | 22% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 373% 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. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Trained Reactions |
talent | Intuitive Shots |
detrimental effect | The target is on fire, taking 3.96 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 2.71 nature damage per turn and decreasing all heals received by 24%. Insidious Poison |
beneficial effect | Increases defense by 21. Mobile Defense |
detrimental effect | The target is poisoned, taking 24.87 nature damage per turn. Healing received is reduced by 65%. Damage dealt is reduced by 18%. Deadly Poison |
detrimental effect | Paranoia has gripped the target, causing a 24% chance they will physically attack anyone nearby, friend or foe. Targets of the attack may become paranoid themselves. Paranoid |
detrimental effect | The target has been tethered to the location and has a 15% chance of being teleported back, creating an explosion for 48.55 physical and 48.55 temporal warp damage at both ends of the teleport. Spatial Tether |
detrimental effect | The target is in despair, reducing all damage reduction by 16%. Despair |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+8). Continuum Destabilization |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
beneficial effect | The target is recovering 15 life each turn. Recovery |
detrimental effect | The target is in a state of growing fear. If they spend 4 more turns within range 6 and in sight of the source of this fear (Ce'Natira the shadowblade), they will be subjected to a new fear. Heighten Fear |
beneficial effect | The target ignores pain, reducing all damage taken by 22%. Pain Suppression |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Islutha the grizzly bear. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by shadow. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Craftsman's Eye (+1 level(s)). | 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 talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Res.pen +10% physical Apr +3 Melee Ret 4 physical ----- def ----- Armour +3 Fatigue +2% Max.HP +10.00 Heal.mod +20% Silence- +22% Confus- +22% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 arrow ammo [Rare] Arcane Power 123% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 19 Ranged+ +9 blight On Hit.r1 +12 lightning On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 9% chance to disease Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str dps ---------- Res.pen +10% physical Acc +2 (+0 eff.) Melee Ret 4 acid ----- def ----- Max.HP +45.00 HP.reg +0.40 ---------- misc 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 | ![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +7 Cun ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning Phys.save +12 (+4 eff.) ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Str dps ---------- Dmg.mod +12% light On Hit (Melee): * 30% chance to blind ----- def ----- Die.at -80.00 life HP.reg +0.60 Fire a blast of psionic energies in a range 6 beam dealing 47.00 to 94.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Dex +6 Mag +6 Wil dps ---------- Phys.crit +3.0% Spell.pwr +8 (+4 eff.) Res.pen +20% mind ----- def ----- Phys.save +20 (+6 eff.) Die.at -40.00 life Heal.mod +15% Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +10 Cun +2 Con ----- def ----- Phys.save +4 (+1 eff.) ---------- misc Light +1 See.Invis +6 Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +3.0% ----- def ----- Armour +2 Resists +3% temporal Max.HP +33.00 A belt that goes around your waist. |
In main hand | ![]() 4.0 T3 longbow 2H weapon [Ego+] Nature/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +8 nature While equipped: dps ---------- Phys.crit +5.0% Res.pen +11% nature Acc +9 (+2 eff.) ----- def ----- Resists +8% all Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +1 Phys.save +5 (+1 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T2 light armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Apr +4 Melee Ret 8 darkness ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Die.at -40.00 life Max.HP +52.00 HP.reg +2.70 Heal.mod +11% A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 8 mind ----- def ----- Defense +1 (+1 eff.) Resists +12% blight +6% acid +3% nature +3% lightning Max.HP +30.00 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 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% lightning Stun/Frz- +30% Amulets can have magical properties. |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% acid ----- def ----- Armour +6 Resists +15% acid +6% temporal Disease- +5% Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 1.0 T1 dagger 1H weapon [Rare] Psionic Power 116% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 darkness Against +5% Living While equipped: Stats +2 Con dps ---------- Res.pen +15% physical Apr +1 ----- def ----- Max.HP +40.00 Heal.mod +10% ---------- misc Max.stam +10.00 Sharp, short and deadly. |
![]() 4.0 T2 longbow 2H weapon [Rare] Disrupt Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +7 On Hit.r1 +8 nature On Hit: * Slows global speed by 40% While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Resists +14% acid +14% fire +14% cold +14% lightning Spell.save +11 (+8 eff.) ---------- misc Infravis +1 See.Invis +6 Longbows are used to shoot arrows at your foes. |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Dex +2 Cun +2 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane Res.pen +20% arcane ----- def ----- Resists +5% arcane ---------- misc Mana/turn +0.12 Max.mana +38.00 Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc 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. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Dex +4 Con ----- def ----- Armour +2 Defense +9 (+3 eff.) Rng.Def +3 (+1 eff.) Phys.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.5 T1 hands armor [Rare] Psionic While equipped: Stats +1 Mag +3 Con dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +1 Fatigue -4% Resists +6% nature +3% acid Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +22% ---------- misc Light +2 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +5% darkness Melee Ret 16 darkness ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +5% fire ---------- misc Light +3 Infravis +3 See.Invis +3 A cap made of leather. |
![]() 3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +3.00% Dmg.mod +6% mind Apr +4 ----- def ----- Defense +1 (+1 eff.) Resists +1% physical +6% cold +6% fire Phys.save +3 (+1 eff.) Heal.mod +10% A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +19% acid Max.HP +30.00 ---------- misc Max.stam +25.00 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Rare] Psionic While equipped: dps ---------- Melee Ret 20 light ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +7% Resists +11% mind Phys.save +30 (+10 eff.) Mind.save +12 (+6 eff.) Blind- +30% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +4 Con +5 Wil ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +17% fire 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 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 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +12% arcane Res.pen +10% mind ----- def ----- Fatigue -5% Spell.save +12 (+9 eff.) ---------- misc Max.mana +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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 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 Is Archer OP? the Shalore Archer level 17
72nd Dusk 122nd year of Ascendancy at 17:00 see stats
By Is Archer OP? the Shalore Archer level 9
30th Dusk 122nd year of Ascendancy at 15:54 see stats
By Is Archer OP? the Shalore Archer level 10
37th Dusk 122nd year of Ascendancy at 07:33 see stats
By Is Archer OP? the Shalore Archer level 8
24th Dusk 122nd year of Ascendancy at 15:44 see stats
By Is Archer OP? the Shalore Archer level 8
9th Dusk 122nd year of Ascendancy at 19:27 see stats
By Is Archer OP? the Shalore Archer level 14
63rd Dusk 122nd year of Ascendancy at 00:53 see stats
Log
Ce'Numikira the assassin uses Disarm.
Ce'Numikira the assassin spins fate.
Ce'Numikira the assassin resists the mind attack!
Is Archer OP? is on fire!
Is Archer OP? is disarmed!
Is Archer OP? hits Ce'Numikira the assassin for 3 acid, 4 physical, 8 darkness, 4 mind (19 total damage).
Ce'Numikira the assassin hits Is Archer OP? for 12 physical, 15 temporal, 6 fire (34 total damage).
Something hits Is Archer OP? for 43 cold damage.
Ce'Natira the shadowblade stops bleeding.
Is Archer OP? attacks Thief in a fit of paranoia.
Is Archer OP? slows down.
Thief resists the fear!
Is Archer OP? hits Thief for 26 physical damage.
Is Archer OP? receives 18 healing.
Burning from Ce'Numikira the assassin hits Is Archer OP? for 2 fire damage.
Insidious Poison from Ce'Natira the shadowblade hits Is Archer OP? for 1 nature damage.
Thief performs a melee critical strike against Is Archer OP?!
Thief resists the mind attack!
Is Archer OP? is poisoned!
Thief resists the mind attack!
Ce'Natira the shadowblade casts Shadow Veil.
Ce'Natira the shadowblade is covered in a veil of shadows!
Is Archer OP? hits Thief for 3 acid, 3 physical, 7 darkness, 3 mind, 3 acid, 3 physical, 5 darkness, 2 mind (30 total damage).
Thief hits Is Archer OP? for 74 physical, 20 physical, 7 light, 9 cold (109 total damage).
Ce'Numikira the assassin uses Infusion: Insidious Poison.
Ce'Numikira the assassin's Infusion: Insidious Poison hits Is Archer OP? for 16 nature damage.
Freezing trap's ice area effect hits Is Archer OP? for 22 cold damage.
Ce'Natira the shadowblade performs a melee critical strike against Is Archer OP?!
Is Archer OP? reacts to an attack from Ce'Natira the shadowblade, mitigating the blow!.
Saving game...