









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 | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 11 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by crimson crystal at level 11 on the 7th Flare 122nd year of Ascendancy at 17:38 / 1 |
Primary Stats
| Strength | 41 (base 24) |
| Dexterity | 25 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 45 (base 35) |
| Willpower | 11 (base 10) |
| Cunning | 14 (base 13) |
Resources
| Life | -250/225 |
| Mana | 80/185 |
| Stamina | 13/132 |
| Healing Factor | 1.2491526171258 |
| Regeneration | 1.5614407714073 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 35 |
| Crit Chance | 12% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Fire | +9% |
| Arcane | +6% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Mind | +5% |
| Arcane | +5% |
| Cold | +5% |
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 26.551211628464 (73.607947236566%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 29 |
| Physical Save | 35 |
| Spell Save | 23 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 9%( 70%) |
| All | 0%( 70%) |
| Lightning | + 5%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 11%( 70%) |
| Darkness | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 41% |
| Bleed Resistance | 100% |
| Silence Resistance | 20% |
| Fear Resistance | 100% |
| Stun Resistance | 41% |
| Poison Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (7 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 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 Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | 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. | 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 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of iron boots 'Scorchglamour' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% arcane +5% fire Melee Ret 6 arcane ----- def ----- Armour +5 Fatigue +2% Resists +3% fire ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Xydhenor'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% blight Phys.save +5 (+2 eff.) Die.at -40.00 life Heal.mod +12% Silence- +20% ---------- 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 | Blizzardedge the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +5% cold Melee Ret 4 cold ----- def ----- Armour +3 Fatigue +5% Resists +3% cold Phys.save +11 (+5 eff.) 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 (+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. |
| On fingers | Erelumantir0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Cun +3 Mag ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Light +1 Infravis +3 Rings make your fingers look great! |
| On fingers | titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
| Around waist | Porudhewyn the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +6% mind Acc +10 (+4 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) ---------- misc Max.hate +2.00 A belt that goes around your waist. |
| In main hand | Iveritta the Blackwrither (117% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 117% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +4 darkness +8 arcane On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Melee Ret 4 darkness Massive two-handed mauls. |
| On hands | steady rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +5 (+5 eff.) Disarm- +20% Unarmed combat: Power 96% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +1 Crit +6.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Ulfalathadar (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +5.00% Res.pen +5% mind +10% physical ----- def ----- Armour +7 Fatigue +22% Resists +6% acid +5% physical +5% fire +5% lightning +6% cold Disarm- +21% Stun/Frz- +20% Knockbk- +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Arthylen the Shadowreign (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane ---------- misc Mana/turn +0.08 Max.mana +20.00 Max.vim +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Smolderobsidian0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +3% fire +3% darkness +9% temporal Die.at -20.00 life Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.0 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 125 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
copper amulet 'Zeriromikan'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str ----- def ----- Resists +6% blight Heal.mod +5% Amulets make your neck look great! |
flaming iron battleaxe (115% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 115% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed battleaxes. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 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. |
iron greatsword (116% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 116% 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% Massive two-handed swords. |
Glimmersweeper the iron longsword (103% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Psionic Power 104% 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% Melee+ +12 light On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ---------- misc Equi/ret +0.04 Psi/ret +0.04 Sharp, long, and deadly. |
acidic iron mace of daylight (104% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +7 light Against +5% Undead On Crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 Blunt and deadly. |
acidic iron waraxe of daylight (102% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 light Against +6% Undead On Crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 One-handed war axes. |
Isseduntir the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +7 (+3 eff.) Apr +2 ----- def ----- Resists +3% physical Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Glunor'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil ----- def ----- Crit.chn- 5.00% HP.reg +0.70 Heal.mod +10% ---------- misc Equi/ret +0.04 Infravis +3 A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Huredir (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+6 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getyrand the Blazeglory (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Melee Ret 8 darkness ----- def ----- Armour +3 Fatigue -3% Resists +3% darkness Phys.save +7 (+3 eff.) ---------- misc Max.enc +20 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
Koryrosarion the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Melee+ 6 mind Dmg.mod +4% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +2% physical Poison- +10% Unarmed combat: Power 105% 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 mind On Hit: 20% Psychic Lobotomy 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Noonusher (0 def, 6 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +6% light +3% physical Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 29% ----- def ----- Armour +6 Fatigue +1% Resists +3% light Unarmed combat: Power 97% 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 Hit.r1 +5 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
cleansing iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Disrupt/Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of might (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour of lightning resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
Woesting the iron plate armour (7 def, 11 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 14 ----- def ----- Armour +11 Defense +7 (+4 eff.) Fatigue +22% Spell.save +3 (+1 eff.) Mind.save +11 (+8 eff.) A suit of armour made of metal plates. |
Zerigolehor the iron plate armour (20 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.crit +2% ----- def ----- Armour +7 Defense +20 (+11 eff.) Fatigue +22% Resists +3% cold +6% physical Phys.save +12 (+5 eff.) Spell.save +3 (+1 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of metal plates. |
prismatic iron plate armour of resilience (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane/Nature While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +11% light +10% darkness Max.HP +20.00 A suit of armour made of metal plates. |
iron shield of fire resistance (+16%) (0 def, 2 armour, 21 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
213 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
4 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. |
Hutodar the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str ----- def ----- Resists +3% lightning Max.HP +43.00 Heal.mod +15% Pinning- +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. |
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. |
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. |
Pureswift the elm totem of stinging [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Resists +5% arcane Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
quick elm wand of lightning storm [power 104] (11 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 20 lightning damage and will be dazed for 1 turn (104 total damage) Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
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 (Insane (Roguelike) difficulty)
Got a character to level 10.By Aerybremira the Skeleton Arcane Blade level 10
2nd Summertide 122nd year of Ascendancy at 17:19 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Aerybremira the Skeleton Arcane Blade level 5
4th Mirth 122nd year of Ascendancy at 17:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Aerybremira the Skeleton Arcane Blade level 8
8th Mirth 122nd year of Ascendancy at 08:38 see stats
Log
Crimson crystal casts Blood Grasp.
Talent Arcane Reconstruction is ready to use.
Crimson crystal's Blood Grasp hits Aerybremira for (64 absorbed), 0 blight (0 total damage).
Aerelaith the orc warrior uses Infusion: Movement.
Aerelaith the orc warrior is moving at extreme speed!
Aerybremira picks up (m.): insulating pair of rough leather boots of speed (0 def, 1 armour).
Crimson crystal casts Blood Grasp.
Talent Stunning Blow is ready to use.
Your shield crumbles under the damage!
The shield around Aerybremira crumbles.
Crimson crystal receives 10 healing from Crimson crystal's Blood Grasp.
Crimson crystal's Blood Grasp hits Aerybremira for (11 absorbed), 54 blight (54 total damage).
Aerelaith the orc warrior throws two quick punches.
Aerelaith the orc warrior slows down.
Melee retaliation hits Aerelaith the orc warrior for (4 flat reduction), 0 cold, (4 flat reduction), 0 darkness, (6 flat reduction), 0 arcane, (4 flat reduction), 0 cold, (4 flat reduction), 0 darkness, (6 flat reduction), 0 arcane (0 total damage).
Aerelaith the orc warrior hits Aerybremira for 34 physical, 34 physical (69 total damage).
Crimson crystal casts Blood Grasp.
Crimson crystal's spell attains critical power!
Aerelaith the orc warrior throws a concussive punch.
Melee retaliation hits Aerelaith the orc warrior for (4 flat reduction), 0 cold, (4 flat reduction), 0 darkness, (6 flat reduction), 0 arcane (0 total damage).
Aerelaith the orc warrior hits Crimson crystal for 48 physical damage.
Aerelaith the orc warrior hits Crimson crystal for 56 physical damage.
Aerelaith the orc warrior hits Aerybremira for 50 physical, 53 physical (104 total damage).
Crimson crystal receives 17 healing from Crimson crystal's Blood Grasp.
Crimson crystal's Blood Grasp hits Aerybremira for 95 blight damage.
Aerybremira the level 11 skeleton arcane blade was debilitated by noxious blight before falling to death by a crimson crystal on level 1 of Scintillating Caves.



























































































