









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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.
Embers of Rage 1.6.0Official 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:
Better Item Description 1.5.10This 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 1.6.0Donators/Buyers bonus! EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 9 / 18% |
| Size | small |
| Lifes / Deaths | Killed by flame turret at level 9 on the 7th Mirth 122nd year of Ascendancy at 19:10 / 1 |
Primary Stats
| Strength | 8 (base 14) |
| Dexterity | 19 (base 20) |
| Constitution | 17 (base 19) |
| Magic | 4 (base 10) |
| Willpower | 4 (base 10) |
| Cunning | 22 (base 23) |
Resources
| Life | -33/287 |
| Stamina | 112/112 |
| Healing Factor | 0.4661497326203 |
| Regeneration | 19.527454392771 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 39 |
| Crit Chance | 13% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 39 |
| Crit Chance | 13% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 11 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +3% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 9 (49.309173272933%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 3 |
| Mental Save | 9 |
Defense: Resistances
| Cold | + 13%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 12%( 70%) |
| Darkness | + 14%( 70%) |
| Physical | + 9%( 70%) |
| Fire | + 24%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Bleed Resistance | 10% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 125 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 85 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 2/5 |
Effects
| talent | Apply Poison |
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Increases defense by 12. Mobile Defense |
| beneficial effect | A flow of life spins around the target, regenerating 26.28 life per turn. Regeneration |
| beneficial effect | The target has 15 increased life regeneration. Recovery |
| beneficial effect | Parrying melee and ranged attacks: Has a 28% chance to deflect up to 10 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
| detrimental effect | Affected by toxic chemicals. Has 11% talent failure, 59% reduced healing, and takes 62.27 additional acid damage from melee and ranged attacks. Miasma |
| detrimental effect | The target is doomed to ruin. On falling below 75%, 50% or 25% life all enemies in radius 0 will take 29.40 darkness damage Prophecy of Ruin |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 32%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
| detrimental effect | The gloom has confused the target, making it act randomly (30% chance) and unable to perform complex actions. Confused by the gloom |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 17 defense. Evasion |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 6. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
Quests
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 successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+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 |
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 Shade. | done |
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: * You've found the needed green worm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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
| On feet | pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
| Light source | Nimbuswill2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% temporal Melee Ret 6 temporal 11 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% lightning +5% fire ---------- 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 | grounding rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
| Tool | iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Emeluldana the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Resists +9% cold +3% temporal Phys.save +6 (+5 eff.) Disease- +20% Cut- +10% Rings can have magical properties. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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 | balanced iron dagger of vileness (98% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 99% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 0 While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Sharp, short and deadly. |
| On hands | rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 100% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
| Main armor | prismatic rough leather armour of fire resistance (3 def, 2 armour)9.0 T1 light armor Reqs Str 10 [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% fire +10% light +10% darkness A suit of armour made of leather. |
| Around neck | warrior's copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
Inventory
regeneration infusion of the titan (heal 153; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 153 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +21% Knockbk- +23% Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings can have magical properties. |
iron dagger (101% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 101% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Penitence (111% power, 4 apr, nature element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+15 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+15 eff.) ---------- misc Talents +1 Command Staff Cure up to 1 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
cruel elm vilestaff of illumination (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Nature/Master 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 +7% Crit.mult +10.00% Spell.pwr +3 (+3 eff.) Dmg.mod +10% fire ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 25.63 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel elm vilestaff of illumination (100% power, 2 apr, acid element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Nature/Master 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 +7% Crit.mult +11.00% Spell.pwr +3 (+3 eff.) Dmg.mod +10% acid ----- def ----- Defense +7 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 34.52 light damage. Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (117% power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +8 (+8 eff.) Dmg.mod +18% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm vilestaff (107% power, 2 apr, blight element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 107% 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 +6 (+6 eff.) Dmg.mod +13% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff of fate (100% power, 2 apr, light element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] 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: dps ---------- Spell.crit +4% Spell.pwr +3 (+3 eff.) Dmg.mod +10% light ----- def ----- Phys.save +6 (+5 eff.) Spell.save +6 (+6 eff.) Mind.save +5 (+5 eff.) ---------- misc Mana/turn +0.11 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Phoenixnail the dwarven-steel waraxe (119% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +4 mind +4 fire While equipped: dps ---------- Mind.pwr +5 (+5 eff.) Res.pen +6% physical Acc +9 (+3 eff.) Apr +8 ----- def ----- Resists +5% arcane +9% cold Spell.save +6 (+6 eff.) Mind.save +6 (+6 eff.) One-handed war axes. |
balanced steel waraxe of massacre (116% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Master Power 116% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +22% One-handed war axes. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+2 eff.) ----- def ----- Mind.save +5 (+5 eff.) A belt that goes around your waist. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor Reqs Str 10 [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
self-loading quiver of elm arrows (18/18, 109% power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 109% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 18 Rld cld 3 Arrows are used with bows to pierce your foes to death. |
2 agate0.0 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Xeratta2.0 T1 lite [Rare] Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +8 Melee Ret 2 mind ---------- misc Mana/turn +0.08 Light +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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
psychokinetic pouch of iron shots of amnesia (16/16, 105% power, 1 apr)3.0 T1 shot ammo [Ego++] Psionic Power 106% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 16 Ranged+ +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 8 physical damage * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
storming pouch of iron shots of persecution (12/12, 111% power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Disrupt Power 111% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 12 Ranged+ +10 lightning Against +5% Unliving +8% Unnatural On Crit.r2 +7 lightning Shots are used with slings to pummel your foes to death. |
ametrine0.0 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. |
5 citrine0.0 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. |
2 zircon0.0 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
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ranorth the Halfling Rogue level 6
78th Pyre 122nd year of Ascendancy at 05:07 see stats
Log
Corrupted cutpurse loses 2 health to the entropy.
Ranorth is no longer evading attacks.
Corrupted cutpurse uses Flame Turret.
Ranorth picks up (y.): psychokinetic pouch of iron shots of amnesia (16/16, 105% power, 1 apr).
Corrupted cutpurse loses 2 health to the entropy.
Flame turret uses Flamethrower.
Ranorth tries to evade attacks.
Flame turret hits Ranorth for 67 fire damage.
Prophecy of Ruin from Corrupted cutpurse hits Ranorth for 20 darkness damage.
Corrupted cutpurse uses Slash.
Ranorth evades Corrupted cutpurse.
Ranorth uses Infusion: Healing.
Ranorth receives 43 healing from Infusion: Healing.
Ranorth uses Infusion: Regeneration.
Ranorth starts regenerating health quickly.
Corrupted cutpurse loses 2 health to the entropy.
Ranorth is lost in despair!
Flame turret uses Flamethrower.
Ranorth is recovering from the damage!
Flame turret hits Ranorth for 67 fire damage.
Prophecy of Ruin from Corrupted cutpurse hits Ranorth for 28 darkness damage.
Corrupted cutpurse casts Netherblast.
Ranorth deflects the projectile from Corrupted cutpurse to the south!
Corrupted cutpurse's Netherblast hits Ranorth for 34 temporal, 37 darkness (71 total damage).
Prophecy of Ruin from Corrupted cutpurse hits Ranorth for 32 darkness damage.
Corrupted cutpurse loses 3 health to the entropy.
Flame turret uses Flamethrower.
Saving game...



















































































