






Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
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 | Male |
| Race | Cornac |
| Class | Artificer |
| Level / Exp | 8 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Yvata the grizzly bear at level 8 on the 1st Summertide 122nd year of Ascendancy at 09:53 / 1 |
Primary Stats
| Strength | 22 (base 12) |
| Dexterity | 20 (base 20) |
| Constitution | 21 (base 11) |
| Magic | 11 (base 11) |
| Willpower | 11 (base 11) |
| Cunning | 28 (base 28) |
Resources
| Life | -8/230 |
| Healing Factor | 1.094804467222 |
| Regeneration | 0.2737011168055 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 36 |
| Crit Chance | 11% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 6% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 6 |
| Physical Save | 15 |
| Spell Save | 8 |
| Mental Save | 14 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath 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: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 / Accessory crafting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Armorsmithing | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Imbuing | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Toolsmithing | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Weaponsmithing | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Blacksmith | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Inventory management | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You failed to protect the lost sun paladin from death by rogue. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+2 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 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 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.' * '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.' | 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 |
Equipment
| Tool | elm wand of conjuration [power 100] (5/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 acid damage Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Main armor | rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% A suit of armour made of leather. |
| Quiver | Xudawe (23/23, 21-29 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +5.5% Capacity: 23 On weapon hit: * 9% chance to gain 10% of a turn (3/turn limit) Travel speed: +200% Damage (Ranged): +9 temporal / +4 physical Arrows are used with bows to pierce your foes to death. |
| Light source | Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects Activation costs 33 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| Charm Bandolier 1 | iron torque of gale force (bandolier 1) [power 100] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts Talent Bandolier Slot 1 on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
| In main hand | elm longbowRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Weapon Aptitude Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Crafted by: Bweh! Longbows are used to shoot arrows at your foes. |
Inventory
This item will automatically be transmogrified when you leave the level.balanced iron battleaxe of paradox (11-16 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.0 - 16.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 temporal When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +7 (+4 eff.) Changes resistances: +7% temporal Disarm immunity: +29% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.iron battleaxe (12-17 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.5 - 17.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+10 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Eye of the Wyrm (16-18 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% fire / 20% cold / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+4 eff.) Changes resistances: +10% acid / +10% physical / +10% cold / +10% fire / +10% lightning Changes damage: +12% lightning / +12% physical / +12% cold / +12% fire / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+6 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Sand Breath (costing 25 power out of 30/30) : Effective talent level: 4.0 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 70.36 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
The Black Wall (12 def, 9 armour, 200 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +9 Defense: +12 (+6 eff.) Ranged Defense: +15 (+8 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+12 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 13 power out of 20/20) : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 25 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
elm totem of healing [power 110] (5/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 110] (5/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
component of wind (ammo)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Travel speed: +200% On hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 104 physical damage Affinity: ammo Unique Ego Components can be used to enhance items being crafted! |
storming component (ammo)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 8 - 33 lightning Burst on crit (radius 2): 5 - 15 lightning Affinity: ammo Components can be used to enhance items being crafted! |
nightruned component (belt)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +5% - +15% light * +5% - +15% darkness Affinity: belt Components can be used to enhance items being crafted! |
hardened component (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +5 - +10 Changes resistances: * +5% - +13% acid * +5% - +13% physical * +5% - +13% cold * +5% - +13% fire * +5% - +13% lightning Affinity: body Components can be used to enhance items being crafted! |
impenetrable component (body)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +5 - +20 Affinity: body Components can be used to enhance items being crafted! |
rejuvenating component (body)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Life regen: +2.00 - +8.00 Stamina each turn: +0.50 - +2.50 Affinity: body Components can be used to enhance items being crafted! |
soldier's component (digger)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +2 - +5 Defense: +4 - +8 Changes resistances: * +5% - +10% physical Increases digging speed by 100% Affinity: digger Components can be used to enhance items being crafted! |
dreamer's component (feet)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Changes stats: * +2 - +6 Cun * +2 - +6 Wil Physical save: +5 - +15 Spell save: +5 - +15 Mental save: +5 - +15 Affinity: feet Components can be used to enhance items being crafted! |
insulating component (feet)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +5% - +15% cold * +5% - +15% fire Affinity: feet Components can be used to enhance items being crafted! |
component of regeneration (hands)0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Talent on hit: Second Wind (10% chance). While equipped: Life regen: +1.50 - +6.00 Stamina each turn: +0.30 - +1.30 Psi each turn: +0.10 - +0.40 Affinity: hands Components can be used to enhance items being crafted! |
component of darkness (hat)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +15% - +30% darkness Changes damage: * +10% - +20% darkness Affinity: hat Components can be used to enhance items being crafted! |
component of dexterity (head)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +10 Dex Affinity: head Components can be used to enhance items being crafted! |
stabilizing component (head)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Physical save: +10 - +25 Affinity: head Components can be used to enhance items being crafted! |
acidic component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
chilling component (melee)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 30 cold Affinity: melee Components can be used to enhance items being crafted! |
component of dampening (melee)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +7% - +17% acid * +7% - +17% fire * +7% - +17% cold * +7% - +17% lightning * +2% - +10% all Spell save: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
component of massacre (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
truestriking component (melee)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +25 Armour penetration: +5 - +15 Changes resistances penetration: * +5% - +15% physical Affinity: melee Components can be used to enhance items being crafted! |
2 component of clarity (mindstar)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Mental save: +2 - +10 Maximum psi: +10.00 - +50.00 Affinity: mindstar Components can be used to enhance items being crafted! |
horrifying component (mindstar)0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Damage (melee): 3 - 15 mind, 3 - 15 darkness Changes damage: * +2% - +10% mind * +2% - +10% darkness Affinity: mindstar Components can be used to enhance items being crafted! |
wyrm's component (mindstar)0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Damage (melee): 2 - 10 lightning, 2 - 10 physical, 2 - 10 fire, 2 - 10 acid, 2 - 10 cold Changes resistances: * +2% - +10% lightning * +2% - +10% physical * +2% - +10% fire * +2% - +10% acid * +2% - +10% cold Affinity: mindstar Components can be used to enhance items being crafted! |
component of true flight (ranged)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Physical crit. chance: +5.0% - +15.0% Increases range of ranged weapons by 1 (to a maximum of 10) Affinity: ranged Components can be used to enhance items being crafted! |
mage-hunter's component (ranged)0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Effects on ranged hit: * 5 - 25 arcane resource burn Changes stats: * +1 - +7 Cun * +1 - +7 Wil Masteries: * +0.1 - +0.2 Wild-gift / Antimagic Mindpower: +5 - +15 Affinity: ranged Components can be used to enhance items being crafted! |
warden's component (ranged)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Ammo reloads per turn: +1 - +5 Changes stats: * +1 - +7 Mag Changes resistances penetration: * +5% - +15% physical * +5% - +10% temporal Changes damage: * +5% - +15% physical * +5% - +10% temporal Masteries: * +0.1 - +0.2 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Affinity: ranged Components can be used to enhance items being crafted! |
component of Linaniil (robes)0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Mana each turn: +0.10 - +0.40 Maximum mana: +40.00 - +100.00 Spellpower: +15 - +30 Spell crit. chance: +5% - +15% Affinity: robes Components can be used to enhance items being crafted! |
component of lightning resistance (shield)0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% lightning Affinity: shield Components can be used to enhance items being crafted! |
Achievements
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bweh! the Cornac Artificer level 8
10th Mirth 122nd year of Ascendancy at 17:30 see stats
Log
Bweh! is free from the ice.
Bweh! is cured!
Bweh! lessens the pain.
Bweh! uses Infusion: Healing.
Bweh! receives 55 healing from Infusion: Healing.
Yvata the grizzly bear uses Telekinetic Smash.
Bweh!'s armor corrodes!
Bweh! is stunned!
Yvata the grizzly bear hits Bweh! for 33 physical, (1 armor), 5 physical, 36 physical, (1 armor), 5 physical (79 total damage).
Talent Bandolier Slot 1 is ready to use.
Talent Craft Item is ready to use.
Talent Bandolier Slot 2 is ready to use.
Giant crystal rat casts Strike.
Yvata the grizzly bear slows down.
Yvata the grizzly bear's Beyond the Flesh hits Bweh! for 28 physical, 6 physical (35 total damage).
Bweh! resists the punch!
Giant crystal rat's Strike hits Bweh! for (1 armor), 10 physical (10 total damage).
Yvata the grizzly bear uses Stun.
Yvata the grizzly bear hits Bweh! for 24 physical, (1 armor), 5 physical (29 total damage).
Bweh! is fully armored again.
Talent Infusion: Regeneration is ready to use.
Talent Charm Bandolier is ready to use.
Talent Bandolier Slot 1 is ready to use.
Yvata the grizzly bear's Beyond the Flesh hits Bweh! for 31 physical, 6 physical (37 total damage).
Yvata the grizzly bear uses Disarm.
Bweh! is disarmed!
Yvata the grizzly bear hits Bweh! for 23 physical damage.
Bweh! the level 8 cornac artificer was swiped to death by Yvata the grizzly bear on level 3 of Ruins of Kor'Pul.


































