Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Writhing One |
Level / Exp | 16 / 75% |
Size | medium |
Lifes / Deaths | Killed by Betholdavena the alchemist golem at level 16 on the 34th Dusk 122nd year of Ascendancy at 15:21 / 1 |
Primary Stats
Strength | 36 (base 22) |
Dexterity | 11 (base 10) |
Constitution | 36 (base 28) |
Magic | 48 (base 37) |
Willpower | 19 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -25/532 |
Insanity | 46/100 |
Healing Factor | 1.1979202340232 |
Regeneration | 1.497400292529 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.44168646096% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 6 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 61 |
Accuracy | 49 |
Crit Chance | 14% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Physical | +10% |
Fire | +10% |
Arcane | +9% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
All | +8% |
Defense: Base
Armour (hardiness) | 27.97987935929 (46.064476111061%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 7 |
Physical Save | 34 |
Spell Save | 27 |
Mental Save | 24 |
Defense: Resistances
Lightning | + 9%( 70%) |
Darkness | + 3%( 70%) |
Blight | + 6%( 70%) |
Acid | + 3%( 70%) |
Fire | + 26%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Bleed Resistance | 20% |
Pinning Resistance | 10% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (4/4)
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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 cold, 2 physical, 3 arcane, 3 mind |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Demented / Disfigured face | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Demented / Tentacles | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.17 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 3 of Old Forest) | failed |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed electric eel tail. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 |
Equipment
On feet | scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.40 Maximum stamina: +11.00 Spellpower: +4 (+2 eff.) A pair of boots made of leather. |
Quiver | psychokinetic pouch of iron shots of wind (17/17, 15-18 power, 1 apr) psychokinetic pouch of iron shots of wind (17/17, 15-18 power, 1 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 73 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 143 physical damage Travel speed: +200% Damage (Ranged): +5 physical Shots are used with slings to pummel your foes to death. |
Light source | bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | piercing steel torque of mindblast [power 160] (10/15 cooldown) piercing steel torque of mindblast [power 160] (10/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Xessra the copper ring Xessra the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +20% fire / +3% darkness Changes damage: +10% fire Physical save: +3 (+1 eff.) Pinning immunity: +10% Rings make your fingers look great! |
On fingers | steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Defense: +9 (+8 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Velowe (32-45 power, 5 apr) Velowe (32-45 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 20 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +9 blight Damage (radius 1) on hit: +4 arcane / +4 blight Damage (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Physical crit. chance: +7.0% Changes resistances penetration: +8% all Changes damage: +9% arcane One-handed war axes. |
On hands | Cuthelen the Galeblack (0 def, 2 armour) Cuthelen the Galeblack (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +15 (+5 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 2 physical Changes stats: +3 Con Changes damage: +15% lightning Life regen: +1.00 Stamina each turn: +0.80 Maximum stamina: +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Torchweeper the dwarven-steel mail armour (3 def, 13 armour) Torchweeper the dwarven-steel mail armour (3 def, 13 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+3 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +2 Wil Changes resistances: +6% fire Changes damage: +3% mind Physical save: +8 (+4 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.12 A suit of armour made of mail. |
Cloak | Ivoyavena the linen cloak (1 def, 0 armour) Ivoyavena the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Defense: +1 (+1 eff.) Changes stats: +3 Str / +2 Wil Mental save: +6 (+3 eff.) Stamina each turn: +1.00 Maximum psi: +40.00 Mindpower: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Turamadur TuramadurCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +3% acid / +3% lightning / +6% blight Talent mastery: +0.17 Technique / Combat training Cut immunity: +20% Stun/Freeze immunity: +10% Only die when reaching: -20.00 life Amulets make your neck look great! |
Inventory
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings make your fingers look great! |
stralite dagger 'Coalblast' (28-36 power, 9 apr) stralite dagger 'Coalblast' (28-36 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 13% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +11 nature When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +6% physical Changes damage: +6% lightning / +12% darkness Disarm immunity: +20% Sharp, short and deadly. |
iron longsword (12-18 power, 2 apr) iron longsword (12-18 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
iron gauntlets 'Icewild' (0 def, 1 armour) iron gauntlets 'Icewild' (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Wil Changes resistances penetration: +5% cold Life regen: +3.00 Stamina each turn: +0.70 Maximum stamina: +12.00 Mental crit. chance: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
storm dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) storm dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 9 lightning Changes stats: +3 Dex Changes resistances: +6% lightning Changes damage: +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of corrosion (+16%) (1 def, 0 armour) linen wizard hat of corrosion (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% acid Changes damage: +11% acid A pointy cloth hat, very wizardly... |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+5 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 46.49 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
3 agate 3 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. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification 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. |
ash totem of thorny skin [power 27] (10/20 cooldown) ash totem of thorny skin [power 27] (10/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
focusing elm totem of summon tentacle [power 100] (10/25 cooldown) focusing elm totem of summon tentacle [power 100] (10/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 202 Base Damage: 101 Armor: 0 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Enrai the Higher Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 17:54 see stats
By Enrai the Higher Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 17:54 see stats
By Enrai the Higher Writhing One level 14
7th Dusk 122nd year of Ascendancy at 05:42 see stats
Log
Betholdavena the alchemist golem saw true horror.
Enrai is empowered by the fear of his foes.
Enrai hits Betholdavena the alchemist golem for (10 flat reduction), 35 darkness (35 total damage).
Deep Wound from Lisewen the broken golem hits Enrai for 23 physical damage.
Betholdavena the alchemist golem performs a melee critical strike against Enrai!
Melee retaliation hits Betholdavena the alchemist golem for (3 flat reduction), 0 physical (0 total damage).
Betholdavena the alchemist golem hits Enrai for 41 physical, 3 acid, 4 acid (48 total damage).
Betholdavena the alchemist golem is less vulnerable.
You cannot go into the wilds with the following effects: Deep Wound
Enrai hits Betholdavena the alchemist golem for (10 flat reduction), 91 physical, (10 flat reduction), 2 blight, (5 flat reduction), 0 arcane, (5 flat reduction), 0 blight, (10 flat reduction), 66 darkness (159 total damage).
Enrai feels pain again.
Deep Wound from Lisewen the broken golem hits Enrai for 23 physical damage.
Melee retaliation hits Betholdavena the alchemist golem for (3 flat reduction), 0 physical (0 total damage).
Betholdavena the alchemist golem hits Enrai for 36 physical, 4 acid (40 total damage).
Enrai performs a melee critical strike against Betholdavena the alchemist golem!
Enrai hits Betholdavena the alchemist golem for (10 flat reduction), 68 physical, (9 flat reduction), 0 blight, (4 flat reduction), 0 arcane, (4 flat reduction), 0 blight, (10 flat reduction), 86 darkness (154 total damage).
Enrai is less powerfull.
Deep Wound from Lisewen the broken golem hits Enrai for 30 physical damage.
Betholdavena the alchemist golem breathes acid!
Enrai shrugs off the effect 'Disarmed'!
Melee retaliation hits Betholdavena the alchemist golem for (2 flat reduction), 0 physical (0 total damage).
Betholdavena the alchemist golem hits Enrai for 35 physical, 4 acid, 133 acid (172 total damage).
Betholdavena the alchemist golem is less afraid.
Talent Diseased Tongue is ready to use.
Deep Wound from Lisewen the broken golem hits Enrai for 30 physical damage.
Something hits Enrai for 36 physical damage.
Enrai the level 16 higher writhing one was splattered to death by Betholdavena the alchemist golem on level 1 of Golem Graveyard.