









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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 12 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Lisetha the armoured skeleton warrior at level 12 on the 5th Profit 122nd year of Ascendancy at 11:17 / 1 |
Primary Stats
| Strength | 41 (base 37) |
| Dexterity | 12 (base 10) |
| Constitution | 20 (base 11) |
| Magic | 11 (base 10) |
| Willpower | 31 (base 27) |
| Cunning | 13 (base 10) |
Resources
| Life | -56/471 |
| Stamina | 25/186 |
| Equilibrium | 96 |
| Healing Factor | 1.3370588855781 |
| Regeneration | 6.5905532393344 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | +21.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 22 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +3% |
| Lightning | +3% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 41.511077022655 (89.749889547741%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 37 |
| Physical Save | 28 |
| Spell Save | 15 |
| Mental Save | 27 |
Defense: Resistances
| Nature | + 9%( 70%) |
| Lightning | + 11%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 21%( 70%) |
| Darkness | + 17%( 70%) |
| Cold | + 23%( 70%) |
| Fire | + 26%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
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: 13 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 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| 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
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed green worm. | 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 | Armehek the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +10 (+4 eff.) Res.pen +10% physical Apr +1 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +9% nature Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | cinder iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +3% fire ----- def ----- Armour +1 Fatigue +1% Resists +5% fire Unarmed combat: Power 99% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 fire On Hit: 10% Fire Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | iron helm 'Beloranor' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +15 (+5 eff.) Acc +15 (+7 eff.) Apr +1 Melee Ret 4 blight ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 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. |
| Around waist | nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +7% light +5% darkness A belt that goes around your waist. |
| In main hand | Brightsweep the iron longsword (115% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% fire ----- def ----- Resists +3% darkness Crit.chn- 5.00% Phys.save +6 (+3 eff.) Knockbk- +20% Sharp, long, and deadly. |
| Light source | brass lantern 'Silyriamina'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Phys.save +6 (+3 eff.) Mind.save +12 (+6 eff.) Die.at -40.00 life Heal.mod +25% Blind- +10% ---------- 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. |
| In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+6 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Main armor | impenetrable iron plate armour of temporal resistance (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +15% temporal A suit of armour made of metal plates. |
| Around neck | Chargewinter the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Mag +3 Cun +3 Con dps ---------- Mov.spd +10% Dmg.mod +3% lightning ----- def ----- Fatigue -5% Resists +3% lightning +9% darkness HP.reg +1.00 ---------- misc Stam/turn +0.30 Masteries +0.17 Cunning/Survival Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 102; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 102 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
movement infusion of the sneak (speed 487%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 487% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 166; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 166 life over 5 turns. 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 nature talent. |
wild infusion of the warrior (res 23%; mental; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
flaming dwarven-steel greatsword (142% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed swords. |
truestriking iron greatsword of erosion (113% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Nature/Master Power 113% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Res.pen +9% physical Acc +12 (+6 eff.) Apr +9 Massive two-handed swords. |
fungal cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +1 Con ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 98 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+7 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 60.28 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (121). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Tulygas (111% power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +3 Mag +2 Wil +3 Con dps ---------- Spell.crit +7% Spell.pwr +18 (+13 eff.) Dmg.mod +15% light ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.10 Max.mana +10.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
timebroken woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) Dmg.mod +5% arcane +8% temporal ----- def ----- Resists +9% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Velille (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +7 Fatigue +2% Resists +5% lightning +5% temporal Disease- +20% Stun/Frz- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal A pair of boots made of leather. |
scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Gledawyn (1 def, 4 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +1 Mag dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +9% physical Acc +10 (+5 eff.) ----- def ----- Armour +4 Defense +1 (+1 eff.) ---------- misc Psi/turn +0.10 Max.stam +20.00 A pointy cloth hat, very wizardly... |
Xoseth the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Mag +1 Con dps ---------- Mind.crit +1% ----- def ----- Armour +1 Fatigue +1% ---------- misc Equi/ret +0.16 Infravis +1 A cap made of leather. |
iron helm 'Betyyabeth' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Wil +2 Cun dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +5% Crit.chn- 15.00% ---------- misc Hate/m.crit +3.00 Max.psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Phoenixwind' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Armour +1 Fatigue +1% Resists +3% nature +5% fire +3% mind +5% cold Silence- +10% Confus- +20% A cap made of leather. |
prismatic rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +11% light +11% darkness A suit of armour made of leather. |
rough leather armour of clarity (3 def, 2 armour)9.0 T1 light armor [Ego] Psionic While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +5% mind Mind.save +13 (+6 eff.) A suit of armour made of leather. |
flaming steel shield of reflection (0 def, 4 armour, 115% power, 35.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Arcane/Nature When used to Attack: Power 115% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 5 fire ----- def ----- Armour +4 Fatigue +8% Resists +11% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
3 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. |
Cyrayanor the iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Crit.mult +5.00% Dmg.mod +6% nature On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Defense +10 (+7 eff.) Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Emuyawe the brass lantern2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +2 Defense +10 (+7 eff.) Phys.save +3 (+1 eff.) Spell.save +3 (+3 eff.) ---------- misc Light +5 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc 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. |
scorching brass lantern of the sun2.0 T1 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% light Melee Ret 11 fire ----- def ----- Resists +6% darkness +6% fire Affinity +5% light ---------- misc Light +4 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 44.01 light damage. At talent level 3 you gain 10% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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. |
deadly pouch of steel shots of accuracy (10/14, 125% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Master Power 126% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 14 Shots are used with slings to pummel your foes to death. |
Mayomira the Blazebolt [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +6% blight Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
6 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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rianda the Dwarf Wyrmic level 10
3rd Acquisition 122nd year of Ascendancy at 09:16 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Rianda the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 13:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rianda the Dwarf Wyrmic level 9
30th Voratun 122nd year of Ascendancy at 18:10 see stats
Log
Armoured skeleton warrior hits Rianda for 3 physical damage.
Lisetha the armoured skeleton warrior shoves Armoured skeleton warrior aside.
Xerana the degenerated skeleton warrior's Netherblast hits Rianda for 54 temporal, 64 darkness (119 total damage).
Melee retaliation hits Lisetha the armoured skeleton warrior for 2 blight, 8 cold (10 total damage).
Lisetha the armoured skeleton warrior hits Rianda for 27 physical, 6 nature (32 total damage).
Nerorawen the grey mold uses Tornado.
Rianda overcomes the gloom.
Rianda is not stunned anymore.
Rianda has recovered!
Talent Rush is ready to use.
Talent Ice Claw is ready to use.
Talent Block is ready to use.
Talent Shield Pummel is ready to use.
Bleeding from Nerorawen the grey mold hits Rianda for 4 physical damage.
Xerana the degenerated skeleton warrior loses 4 health to the entropy.
Xerana the degenerated skeleton warrior casts Entropic Gift.
Rianda is consumed by entropy!
Xerana the degenerated skeleton warrior's is no longer wasting away.
Xerana the degenerated skeleton warrior is wasting away!
Melee retaliation hits Armoured skeleton warrior for 3 blight, 13 cold (16 total damage).
Armoured skeleton warrior hits Rianda for 3 physical damage.
Lisetha the armoured skeleton warrior uses Harass Prey.
Rianda has been harassed.
Rianda instinctively hardens her skin and ignores the attack!
Rianda repels an attack from Lisetha the armoured skeleton warrior.
Rianda's Block is disrupted!
Rianda is no longer being stalked by Lisetha the armoured skeleton warrior.
Melee retaliation hits Lisetha the armoured skeleton warrior for 2 blight, 8 cold (10 total damage).
Lisetha the armoured skeleton warrior hits Rianda for 20 physical damage.
Rianda the level 12 dwarf wyrmic was stabbed to death by Lisetha the armoured skeleton warrior on level 2 of Ruins of Kor'Pul.























































































