











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 1.7.0Donators/Buyers bonus! 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! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Insane Roguelike |
Sex | Female |
Race | Drem |
Class | Writhing One |
Level / Exp | 25 / 26% |
Size | medium |
Lifes / Deaths | Killed by Isorilaith the poison ivy at level 23 on the 30th Loss 122nd year of Ascendancy at 06:51 / 2Killed by Cyruwen the mean looking elven guard at level 25 on the 14th Shortage 122nd year of Ascendancy at 20:16 |
Primary Stats
Strength | 34 (base 15) |
Dexterity | 22 (base 13) |
Constitution | 22 (base 13) |
Magic | 79 (base 54) |
Willpower | 30 (base 10) |
Cunning | 55 (base 42) |
Resources
Life | -242/792 |
Mana | 284/344 |
Insanity | 16/100 |
Healing Factor | 1.1024166372472 |
Regeneration | 3.5828540710536 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 39.172317758494 |
See Invisible | 48.172317758494 |
Offense: Mainhand
Damage | 75 |
Accuracy | 50 |
Crit Chance | 20% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 24% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Blight | +4% |
Arcane | +30% |
Cold | +27% |
All | 0% |
Darkness | +42% |
Physical | +5% |
Lightning | +17% |
Mind | +6% |
Fire | +17% |
Nature | +18% |
Offense: Damage Penetration
Nature | +15% |
Acid | +35% |
Darkness | +45% |
All | 0% |
Defense: Base
Armour (hardiness) | 9.0000000000004 (35.65183292883%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 35 |
Mental Save | 35 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 28%( 70%) |
All | + 17%( 70%) |
Darkness | + 20%( 70%) |
Light | + 22%( 70%) |
Temporal | + 25%( 70%) |
Lightning | + 22%( 70%) |
Fire | + 37%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 52% |
Silence Resistance | 29% |
Instadeath Resistance | 100% |
Confusion Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 306 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 525% 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Demented / Tentacles | 1.48 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
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 lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Fent. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+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 have explored the Old Forest and vanquished Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
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 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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bear paw. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Armour +3 Fatigue -13% Resists +9% blight Phys.save +15 (+5 eff.) Silence- +29% Confus- +30% Stun/Frz- +32% ---------- misc Max.enc +52 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% mind ----- def ----- Resists +6% light Die.at -80.00 life ---------- 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. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +20% acid Acc +20 (+6 eff.) ----- def ----- Armour +4 Fatigue +4% Phys.save +9 (+3 eff.) Die.at -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +4 Str +1 Dex +4 Mag +2 Wil +1 Con ----- def ----- Resists +9% temporal ---------- misc Spell.cld 10% See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +4 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +9% darkness Res.pen +20% darkness Melee Ret 2 darkness Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +2% Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +12% arcane Melee Ret 4 physical ----- def ----- Die.at -80.00 life Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +4 Wil +4 Cun dps ---------- Res.pen +15% acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% fire +9% nature +5% arcane Phys.save +13 (+5 eff.) Spell.save +12 (+5 eff.) Mind.save +14 (+6 eff.) Max.HP +80.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +6% acid +20% darkness +18% nature Res.pen +15% nature Melee Ret 8 acid ----- def ----- Resists +6% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Wil dps ---------- Melee+ 5 acid 4 fire 4 cold 4 lightning Acc +10 (+3 eff.) ----- def ----- Armour +2 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +10.0% Atk.spd 100% Melee+ +6 ice +6 fire +7 acid +4 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +5 Mag +5 Wil +3 Cun +4 Con dps ---------- Crit.mult +12.00% Phys.pwr +5 (+1 eff.) Dmg.mod +11% lightning +12% fire +10% cold +5% physical ----- def ----- Resists +6% lightning +3% darkness +18% fire +7% cold +9% all ---------- misc Hate/m.crit +4.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +25% darkness Melee Ret 6 acid ----- def ----- Defense +2 (+1 eff.) Resists +18% acid Max.HP +36.00 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 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) S.pwr/crit +4 Dmg.mod +5% acid +6% lightning +5% fire +18% arcane +5% cold ----- def ----- Fatigue -8% HP.reg +3.00 ---------- misc Max.vim +10.00 Masteries +0.18 Demented/Tentacles Amulets make your neck look great! |
Inventory
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.90 cold and 12.32 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Nature/Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 nature While equipped: Stats +10 Con +8 Wil dps ---------- Dmg.mod +3% nature +3% acid Res.pen +20% nature +8% all Acc +10 (+3 eff.) Apr +7 Melee Ret 6 nature ----- def ----- Max.HP +13.00 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 7 lightning Dmg.mod +7% lightning Res.pen +10% lightning ----- def ----- Resists +8% lightning ---------- 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. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +18% Resists -12% light +12% mind +6% fire +5% arcane +13% darkness Phys.save +24 (+8 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -40.00 life HP.reg +4.00 A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +5% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Phys.save +7 (+3 eff.) Max.HP +44.00 ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +2 Mag +2 Wil +2 Cun ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Wil +2 Cun +3 Con dps ---------- Dmg.mod +3% mind ----- def ----- Defense +12 (+6 eff.) Resists +6% fire Phys.save +8 (+3 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +2 Dex +1 Wil +4 Cun +4 Con dps ---------- Mind.crit +2% ----- def ----- Armour +3 ---------- misc Equi/ret +0.20 Rush: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +6 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Dmg.mod +12% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Defense +2 (+1 eff.) Resists +18% fire ---------- misc Stam/turn +1.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% nature +3% cold Res.pen +10% cold ----- def ----- Armour +3 Fatigue +5% Resists +8% cold ---------- misc Infravis +1 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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. |
![]() 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. |
![]() 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Con dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +9% physical Res.pen +10% mind +20% physical Acc +5 (+1 eff.) ----- def ----- Mind.save +7 (+4 eff.) ---------- misc Light +4 See.Stealth +8 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 T1 torque charm [Rare] Psionic While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +6% arcane +6% darkness Phasing +30% ---------- misc Mana/turn +0.04 Vim/s.crit +1.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Fent the Drem Writhing One level 19
2nd Wealth 122nd year of Ascendancy at 11:56 see stats
By Fent the Drem Writhing One level 23
28th Loss 122nd year of Ascendancy at 21:59 see stats
By Fent the Drem Writhing One level 10
31st Voratun 122nd year of Ascendancy at 22:03 see stats
By Fent the Drem Writhing One level 20
23rd Wealth 122nd year of Ascendancy at 05:09 see stats
By Fent the Drem Writhing One level 23
29th Loss 122nd year of Ascendancy at 19:10 see stats
By Fent the Drem Writhing One level 12
9th Profit 122nd year of Ascendancy at 01:42 see stats
By Fent the Drem Writhing One level 23
30th Loss 122nd year of Ascendancy at 06:48 see stats
By Fent the Drem Writhing One level 9
28th Voratun 122nd year of Ascendancy at 02:55 see stats
By Fent the Drem Writhing One level 12
6th Profit 122nd year of Ascendancy at 14:58 see stats
By Fent the Drem Writhing One level 25
13rd Shortage 122nd year of Ascendancy at 22:07 see stats
By Fent the Drem Writhing One level 20
22nd Dearth 122nd year of Ascendancy at 21:50 see stats
By Fent the Drem Writhing One level 23
30th Loss 122nd year of Ascendancy at 06:52 see stats
Log
Cyruwen the mean looking elven guard hits Fent for 379 physical damage.
Aruwyn the ogre pounder's deep wound closes.
Aruwyn the ogre pounder casts Aegis.
Bleeding from Fent hits Cyruwen the mean looking elven guard for (24 flat reduction), 4 physical (4 total damage).
Black Blood Bleeding from Fent hits Cyruwen the mean looking elven guard for (16 flat reduction), 0 darkness (0 total damage).
Bleeding from Fent hits Aruwyn the ogre pounder for (4 absorbed), 0 physical (0 total damage).
Elven tempest receives 96 healing from Ce'Nogatira the elven blood mage's healing light area effect.
Aruwyn the ogre pounder casts Flame.
Fent is on fire!
Aruwyn the ogre pounder hits Worm that walks (servant of Fent) for 170 fire damage.
Aruwyn the ogre pounder hits Fent for 62 fire damage.
Aruwyn the ogre pounder killed Worm that walks (servant of Fent)!
Burning from Aruwyn the ogre pounder hits Fent for 21 fire damage.
Something hits Cyruwen the mean looking elven guard for (8 flat reduction), 0 physical (0 total damage).
Aruwyn the ogre pounder stops bleeding.
Black Blood Bleeding from Fent hits Cyruwen the mean looking elven guard for (16 flat reduction), 0 darkness (0 total damage).
Bleeding from Fent hits Cyruwen the mean looking elven guard for (24 flat reduction), 5 physical (5 total damage).
Cyruwen the mean looking elven guard uses Blinding Powder.
Fent loses sight!
Fent is disabled.
Talent Rune: Teleportation is ready to use.
Talent Decayed Bloated Horror is ready to use.
Talent Terrible Sight is ready to use.
Burning from Aruwyn the ogre pounder hits Fent for 21 fire damage.
Cyruwen the mean looking elven guard hits Fent for damage.
Fent casts Decayed Devourers.
Something hits Fent for 294 physical damage.
Fent the level 25 drem writhing one was dissected to death by Cyruwen the mean looking elven guard on level 1 of Dark crypt.