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 | Ogre |
Class | Cultist of Entropy |
Level / Exp | 10 / 61% |
Size | huge |
Lifes / Deaths | Killed by Norgos, the Frozen at level 10 on the 6th Mirth 122nd year of Ascendancy at 19:46 / 1 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 33 (base 22) |
Magic | 44 (base 34) |
Willpower | 22 (base 10) |
Cunning | 21 (base 13) |
Resources
Life | -14/363 |
Insanity | 84/100 |
Healing Factor | 1.1789294477288 |
Regeneration | 2.6525912573898 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Stealth | 5 |
See Invisible | 12 |
Offense: Mainhand
Damage | 18 |
Accuracy | 9 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Arcane | +3% |
Cold | +15% |
All | 0% |
Darkness | +23% |
Temporal | +4% |
Physical | +6% |
Fire | +6% |
Lightning | +6% |
Offense: Damage Penetration
Nature | +5% |
Defense: Base
Armour (hardiness) | 26.904784402133 (30%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 3 |
Physical Save | 18 |
Spell Save | 32 |
Mental Save | 20 |
Defense: Resistances
Acid | + 6%( 70%) |
Cold | + 39%( 70%) |
All | + 3%( 70%) |
Darkness | + 47%( 70%) |
Light | + 13%( 70%) |
Temporal | + 8%( 70%) |
Mind | + 9%( 70%) |
Fire | + 6%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 43 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. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Demented / Doom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Grand Oration |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
Escort the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair) | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+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. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | Urthachak the Wretchedge (0 def, 1 armour) Urthachak the Wretchedge (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Dmg.mod +6% fire Res.pen +5% nature Melee Ret 6 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +1 A pair of boots made of leather. |
Light source | Haliruivor the Seargash Haliruivor the Seargash2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid +6% physical ----- def ----- Armour +4 Resists +3% acid +3% fire Mind.save +6 (+3 eff.) ---------- misc Max.stam +10.00 Light +3 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Isurawe the rough leather cap (0 def, 1 armour) Isurawe the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Acc +5 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness Spell.save +6 (+3 eff.) Max.HP +60.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 40.5 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | elm totem of healing 'Nightdredge' [power 116] (2/15 cooldown) elm totem of healing 'Nightdredge' [power 116] (2/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +6% cold +6% mind +3% darkness Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.84 cold and 10.91 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 2/60 This azure ring seems to be always moist to the touch. |
On fingers | mule's copper ring of darkness (+20%) mule's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Fatigue -4% Resists +20% darkness ---------- misc Max.enc +20 Rings make your fingers look great! |
Around waist | Rimeravager the rough leather belt Rimeravager the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Armour +6 Resists +6% darkness +6% cold Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | elm starstaff of the prodigy (100% power, 2 apr, darkness element) elm starstaff of the prodigy (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Mag +5 Wil +6 Cun dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) S.pwr/crit +6 Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | temporal hardened leather gloves of magic (+3) (0 def, 2 armour) temporal hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 7 temporal Ranged+ 6 temporal Dmg.mod +3% arcane +4% temporal ----- def ----- Armour +2 Resists +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | prismatic rough leather armour (3 def, 2 armour) 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 +10% light +10% darkness A suit of armour made of leather. |
Cloak | linen cloak 'Arctide' (1 def, 0 armour) linen cloak 'Arctide' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Defense +1 (+1 eff.) ---------- misc Infravis +2 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 6/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 169 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
Prismatic Rune (6 turns; acid, physical, mind, cold) Prismatic Rune (6 turns; acid, physical, mind, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 4 mind, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
rogue's steel ring of frost (+20%) rogue's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +4 (+4 eff.) Resists +20% cold Rings make your fingers look great! |
flaming iron dagger (100% power, 5 apr) flaming iron dagger (100% power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire Sharp, short and deadly. |
earthen ash magestaff of might (111% power, 3 apr, cold element) earthen ash magestaff of might (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] 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: dps ---------- Spell.crit +8% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ----- def ----- Armour +3 Hardiness +2% Phys.save +2 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (100% power, 2 apr, darkness element) elm starstaff (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Emisebeth the Dourslicer Emisebeth the Dourslicer1.0 T1 belt armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +3% darkness ----- def ----- Resists +6% lightning +6% temporal +3% fire Crit.chn- 5.00% Spell.save +9 (+4 eff.) A belt that goes around your waist. |
insulating rough leather belt insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
Aeruriathra (16 def, 0 armour) Aeruriathra (16 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +1.0% Acc +4 (+4 eff.) Apr +3 ----- def ----- Defense +16 (+16 eff.) Resists +6% mind Phys.save +9 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindseam the linen cloak (1 def, 0 armour) Blindseam the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +9% nature Melee Ret 6 light ----- def ----- Defense +1 (+1 eff.) Resists +3% light +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak (1 def, 0 armour) regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rags of the Sanctuary (0 def, 0 armour) Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Manydurak the pair of rough leather boots (0 def, 7 armour) Manydurak the pair of rough leather boots (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% ----- def ----- Armour +7 Fatigue -5% Phys.save +10 (+6 eff.) ---------- misc Max.enc +20 Stam/turn +1.00 A pair of boots made of leather. |
Voryrin the Tidemire (0 def, 3 armour) Voryrin the Tidemire (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Con +1 Wil dps ---------- Res.pen +10% cold Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Crit.chn- 5.00% ---------- misc Hate/m.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of speed (0 def, 1 armour) traveler's 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 Fatigue -4% Phys.save +5 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
Sludgegrip (0 def, 0 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
iron gauntlets 'Bethomina' (15 def, 1 armour) iron gauntlets 'Bethomina' (15 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +1 Mag dps ---------- Melee+ 6 cold Dmg.mod +4% cold Apr +1 ----- def ----- Armour +1 Defense +15 (+15 eff.) Fatigue +1% Resists +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Brightpiety (0 def, 2 armour) Brightpiety (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Spell.crit +1% Dmg.mod +3% fire Melee Ret 8 blight ----- def ----- Armour +2 Fatigue +1% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +1 A cap made of leather. |
Kindlewill (0 def, 1 armour) Kindlewill (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold Res.pen +15% light Melee Ret 2 light 2 cold ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+6 eff.) A cap made of leather. |
acidic steel shield of cold resistance (+17%) (0 def, 4 armour, 43 block) acidic steel shield of cold resistance (+17%) (0 def, 4 armour, 43 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 1 acid ----- def ----- Armour +4 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield 'Earedor' (0 def, 4 armour, 75.5 block) iron shield 'Earedor' (0 def, 4 armour, 75.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +3% blight +6% fire Max.HP +20.00 ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield of cold resistance (+16%) (0 def, 3 armour, 43.5 block) reinforced iron shield of cold resistance (+16%) (0 def, 3 armour, 43.5 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 +3 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
iron pickaxe 'Cracklestone' (dig speed 18 turns) iron pickaxe 'Cracklestone' (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +6% blight +6% fire +12% darkness +3% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 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. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest 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. |
Veloriyalaith the elm totem of stinging [power 116] (2/15 cooldown) Veloriyalaith the elm totem of stinging [power 116] (2/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Str dps ---------- Crit.mult +5.00% Dmg.mod +3% mind ----- def ----- Die.at -60.00 life Sting an enemy dealing 116 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. |
evasive ash totem of stinging [power 170] (2/15 cooldown) evasive ash totem of stinging [power 170] (2/15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Strikeshaper the elm wand of clairvoyance [power 9] (2/15 cooldown) Strikeshaper the elm wand of clairvoyance [power 9] (2/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 2 lightning 2 acid On Hit (Melee): * 10% chance to reduce armor by 29% Reveal the area around you, dispelling darkness (radius 9, power 59 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 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. |
citrine 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. |
zircon 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
By Valzusi the Ogre Cultist of Entropy level 10
6th Mirth 122nd year of Ascendancy at 06:28 see stats
By Valzusi the Ogre Cultist of Entropy level 9
2nd Mirth 122nd year of Ascendancy at 15:31 see stats
Log
Xaniwen the chitinous spider's Steady Shot performs a ranged critical strike against Valzusi!
Valzusi is cut deeply.
Xaniwen the chitinous spider's Steady Shot hits Valzusi for 96 physical, 6 lightning (102 total damage).
Xaniwen the chitinous spider uses Web.
Valzusi is pinned to the ground.
Norgos, the Frozen misses Valzusi.
Islileseda the rattlesnake hits Valzusi for 35 physical damage.
Melee retaliation hits Islileseda the rattlesnake for 5 fire damage.
Valzusi casts Rune: Blink.
Valzusi is out of phase.
Valzusi loses 9 health to the entropy.
A void star appears around Valzusi.
Talent Prophecy of Ruin is ready to use.
Deep Wound from Xaniwen the chitinous spider hits Valzusi for 15 physical damage.
Xaniwen the chitinous spider uses Infusion: Wild.
Xaniwen the chitinous spider lessens the pain.
Xaniwen the chitinous spider shoots!
Xaniwen the chitinous spider's Shoot performs a ranged critical strike against Valzusi!
Valzusi's void star absorbs the damage from Xaniwen the chitinous spider's Shoot, converting it into entropy!
Xaniwen the chitinous spider's Shoot hits Valzusi for (6 to entropy), 34 physical, 5 lightning (39 total damage).
Valzusi brandishes Vargh Redemption, calling forth the might of the oceans!
Valzusi loses 6 health to the entropy.
Deep Wound from Xaniwen the chitinous spider hits Valzusi for 15 physical damage.
Xaniwen the chitinous spider shoots!
Xaniwen the chitinous spider's Shoot hits Valzusi for 31 physical, 5 lightning (36 total damage).
Norgos, the Frozen casts Frost Grab.
Norgos, the Frozen hits Valzusi for 28 cold damage.
Valzusi the level 10 ogre cultist of entropy was cooled to death by Norgos, the Frozen and was turned into icicles on level 3 of Norgos Lair.