










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 17 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 16 on the 44th Dusk 122nd year of Ascendancy at 10:44 / 1 |
Primary Stats
| Strength | 36 (base 29) |
| Dexterity | 38 (base 37) |
| Constitution | 25 (base 23) |
| Magic | 12 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 18 (base 14) |
Resources
| Life | 499/499 |
| Stamina | 186/186 |
| Healing Factor | 1.8953846153846 |
| Regeneration | 4.0750769230769 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 50 |
| Crit Chance | 12% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 50 |
| Crit Chance | 9% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +4% |
| Acid | +12% |
| Physical | +3% |
| Fire | +6% |
| Nature | +14% |
Offense: Damage Penetration
| Lightning | +7% |
| Cold | +8% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 48.317011280365 (73.452380952381%) |
| Defense | 18 |
| Ranged Defense | 21 |
| Fatigue | 19 |
| Physical Save | 25 |
| Spell Save | 28 |
| Mental Save | 12 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 55%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 37%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 25%( 70%) |
| Darkness | + 18%( 70%) |
| Physical | + 8%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Stun Resistance | 95% |
| Bleed Resistance | 50% |
| Confusion Resistance | 49% |
| Instadeath Resistance | 100% |
| Poison Resistance | 15% |
| Blind Resistance | 5% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 125 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 502% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
Effects
| beneficial effect | Parrying melee and ranged attacks: Has a 25% chance to deflect up to 13 damage from the next 2.2 attack(s). Parried attacks cannot crit. Parrying |
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 lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You failed to protect the lost sun paladin from death by stone troll. Escort: lost sun paladin (level 3 of Trollmire) | 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. 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 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 Shade. | done |
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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Strikeradiance' (3 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Defense +3 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% Resists +15% fire +5% arcane +6% darkness Spell.save +20 (+10 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's brass lantern of health2.0 T1 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+3 eff.) ----- def ----- Max.HP +42.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Layegara the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +14% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +2 (+2 eff.) Resists +6% acid +18% blight +3% cold +21% nature +3% lightning A pointy cloth hat, very wizardly... |
| On hands | Emeluwen the Fogdeath (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +4% lightning +6% fire Res.pen +10% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +2 Resists +7% lightning +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Goreroddarand the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +12% acid ----- def ----- Resists +4% physical Phys.save +9 (+4 eff.) Max.HP +28.00 Heal.mod +15% ---------- misc Stam/turn +0.40 Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Baronik the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +6 (+4 eff.) Mind.pwr +6 (+3 eff.) Melee Ret 4 arcane On Hit (Melee): * 10% chance to disease ----- def ----- Resists +12% blight Rings can have magical properties. |
| On fingers | warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
| Around neck | grounding steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Heal.mod +17% Cut- +50% Stun/Frz- +21% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 166 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Ce'Nemira (23-32.2 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Nature/Psionic Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 darkness Against +11% Living On Crit.r2 +10 ice On Hit: * 13% chance to daze at end of turn While equipped: Stats +2 Str +1 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Res.pen +7% lightning +8% cold ----- def ----- Armour +8 Spell.save +6 (+3 eff.) Blind- +5% Poison- +15% Confus- +5% Stun/Frz- +30% Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Cloak | Eilinymina (1 def, 12 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Armour +12 Defense +1 (+1 eff.) Resists +9% acid +11% cold +3% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Duskhunger (3 def, 8 armour)14.0 T3 heavy armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +9% darkness +24% acid Max.HP +55.00 HP.reg +1.90 Heal.mod +16% A suit of armour made of mail. |
Inventory
wild infusion of the psychic (resist 17%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Ashwinter'0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% mind Melee Ret 8 mind ----- def ----- Resists +11% blight +3% fire +10% nature Mind.save +3 (+3 eff.) Poison- +20% Disease- +20% ---------- misc Max.psi +40.00 Amulets can have magical properties. |
savior's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+6 eff.) Rings can have magical properties. |
Leluyakan (18-23.4 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Disrupt Power 18.0 - 23.4 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +10.0% Atk.spd 100% Melee+ +8 physical On Hit: * Slows global speed by 6% * leeches stamina from the target While equipped: Stats +2 Str dps ---------- Res.pen +5% physical Melee Ret 7 nature slow ----- def ----- Armour +6 Crit.dmg- 10.00% Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.4 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (11-14.3 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 11.0 - 14.3 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
thought-forged steel dagger of massacre (19-24.7 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 19.0 - 24.7 Physical Uses 45% Str, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 mind On Hit: * 10% chance to cause random gloom While equipped: Stats +1 Cun +2 Wil Sharp, short and deadly. |
Silulranne the Venomcrack4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +18 fire On Hit.r1 +2 nature On Crit.r2 +4 nature While equipped: Stats +9 Dex dps ---------- Phys.crit +6.0% Dmg.mod +6% darkness +23% fire Res.pen +10% darkness +26% physical Acc +17 (+5 eff.) Longbows are used to shoot arrows at your foes. |
iron waraxe of massacre (18-25.2 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Defense +9 (+5 eff.) Spell.save +6 (+3 eff.) Stealth +6 ---------- misc Size +1 A belt that goes around your waist. |
Emolravea the Festerpulverizer (12 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% nature +6% acid Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +12 (+7 eff.) Resists +6% acid Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloomnigh (4 def, 9 armour)17.0 T2 massive armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +20% darkness +20% mind Melee Ret 12 darkness ----- def ----- Armour +9 Defense +4 (+3 eff.) Fatigue +22% Resists +9% darkness Max.HP +44.00 A suit of armour made of metal plates. |
4 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 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. |
Drebers the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +1% physical +11% nature +9% mind Blind- +15% Pinning- +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Layetta the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +6 Mag dps ---------- Res.pen +20% mind ----- def ----- Max.HP +42.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)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 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Xanetha [power 217] (10 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Str +2 Dex +6 Wil +4 Cun ----- def ----- Fatigue -4% ---------- misc Hate/m.crit +4.00 Talents +2 Void Blast Fire a bolt of a random element with (base) damage 108 to 217 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By J-rauder the Cornac Marauder level 10
10th Flare 122nd year of Ascendancy at 05:00 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By J-rauder the Cornac Marauder level 14
34th Dusk 122nd year of Ascendancy at 11:04 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By J-rauder the Cornac Marauder level 7
1st Mirth 122nd year of Ascendancy at 00:03 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By J-rauder the Cornac Marauder level 10
4th Dusk 122nd year of Ascendancy at 19:22 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By J-rauder the Cornac Marauder level 16
44th Dusk 122nd year of Ascendancy at 10:44 see stats
Log
Drop some of your items.
You gain 0.35 gold from the transmogrification of quick ash wand of firewall [power 97] (5 cooldown).
You gain 11.85 gold from the transmogrification of iron pickaxe 'Corruptionvortex' (dig speed 37 turns).
You gain 0.55 gold from the transmogrification of quiver of ash arrows of accuracy (23/23, 23-32.2 power, 7 apr).
You gain 2.49 gold from the transmogrification of impenetrable dwarven-steel mail armour of resilience (3 def, 13 armour).
You gain 1.32 gold from the transmogrification of prismatic iron helm of dexterity (+3) (0 def, 3 armour).
You gain 1.81 gold from the transmogrification of steady iron gauntlets (0 def, 1 armour).
You gain 0.51 gold from the transmogrification of mindwoven woollen robe (0 def, 0 armour).
You gain 0.87 gold from the transmogrification of grounding hardened leather belt of resilience.
You gain 3.57 gold from the transmogrification of ash magestaff of illumination (15-18 power, 3 apr, fire element).
You gain 0.50 gold from the transmogrification of vined mindstar (5.5-6.05 power, 18 apr, nature damage).
You gain 1.91 gold from the transmogrification of steel greatsword of erosion (28-44.8 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel greatmaul (29-43.5 power, 2 apr).
You gain 16.41 gold from the transmogrification of Radiancefurnace (27-40.5 power, 2 apr).
You gain 3.14 gold from the transmogrification of chilling steel dagger of paradox (13-16.9 power, 6 apr).
You gain 1.15 gold from the transmogrification of rogue's steel ring.
You gain 1.29 gold from the transmogrification of shielding rune (absorb 97 for 4 turns).
You gain 2.00 gold from the transmogrification of phase door rune (range 8; power 22; dur 4).
You gain 1.85 gold from the transmogrification of heat beam rune of the warrior (143 fire damage).
You gain 1.50 gold from the transmogrification of wild infusion of the duelist (resist 24%; cure mental).
You gain 1.00 gold from the transmogrification of wild infusion (resist 19%; cure physical).
You gain 1.13 gold from the transmogrification of sun infusion of the psychic (rad 7; power 31; turns 3; dispels darkness).
You gain 1.49 gold from the transmogrification of insidious poison infusion (12 nature damage, 23% healing reduction).
There is a way to the previous level here (press '' or right click to use).
You are no longer encumbered.
You gain 1.77 gold from the transmogrification of impenetrable iron mail armour of temporal resistance (2 def, 10 armour).
You gain 0.25 gold from the transmogrification of iron helm (0 def, 3 armour).
You gain 8.40 gold from the transmogrification of iron helm 'Balancebone' (0 def, 3 armour).
You gain 12.10 gold from the transmogrification of iron helm 'Daimyregodas' (0 def, 4 armour).
You gain 0.80 gold from the transmogrification of iron helm of strength (+3) (0 def, 3 armour).



























































































