











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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 19 / 6% |
Size | big |
Lifes / Deaths | Killed by skeleton warrior at level 6 on the 1st Profit 122nd year of Ascendancy at 08:55 0 / 6Killed by Xeralebeth the orc warrior at level 10 on the 35th Profit 122nd year of Ascendancy at 23:43 Killed by Salana the corrupted dendritic hemospinner at level 11 on the 24th Wealth 122nd year of Ascendancy at 12:51 Killed by black crystal at level 11 on the 25th Wealth 122nd year of Ascendancy at 21:31 Killed by cold drake hatchling at level 16 on the 40th Dearth 122nd year of Ascendancy at 02:23 Killed by Gayatta the storm drake hatchling at level 19 on the 9th Loss 122nd year of Ascendancy at 03:55 |
Primary Stats
Strength | 30 (base 26) |
Dexterity | 8 (base 10) |
Constitution | 19 (base 10) |
Magic | 55 (base 38) |
Willpower | 48 (base 35) |
Cunning | 14 (base 10) |
Resources
Life | -159/538 |
Mana | 333/398 |
Equilibrium | 46 |
Healing Factor | 1.1791723257555 |
Regeneration | 0.29479308143889 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 65 |
Accuracy | 38 |
Crit Chance | 5% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 32 |
Accuracy | 38 |
Crit Chance | 5% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Light | +15% |
Temporal | +12% |
Darkness | +5% |
Physical | +5% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Darkness | +24% |
Temporal | +18% |
Physical | +15% |
Arcane | +15% |
Mind | +15% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 42.413408721348 (65.897138898113%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 37 |
Physical Save | 26 |
Spell Save | 50 |
Mental Save | 32 |
Defense: Resistances
Arcane | + 5%( 70%) |
Mind | + 12%( 70%) |
All | 0%( 70%) |
Lightning | + 19%( 70%) |
Light | + 42%( 70%) |
Temporal | + 43%( 70%) |
Darkness | + 37%( 70%) |
Cold | + 38%( 70%) |
Fire | + 33%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 22% |
Inscriptions (4/4)
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 397 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 75 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 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 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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: 2 physical, 3 darkness, 4 blight, 3 fire, 4 mind, 3 cold |
Class Talents
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Valaya. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by skeleton magus. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 arcane Changes resistances: +25% temporal / +24% darkness / +5% arcane Changes resistances penetration: +20% cold / +18% temporal / +14% darkness / +15% arcane Spellpower: +18 (+6 eff.) Defense after a teleport: +23 Resist all after a teleport: +12% New effects duration reduction after a teleport: +19% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +3 Defense: +10 (+5 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 46% * 10% chance to reduce all saves and defense by 20 Changes resistances: +6% fire / +6% cold Changes resistances penetration: +15% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 138.73 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances: +3% fire / +9% mind / +6% light Changes resistances penetration: +5% mind It can be used to setup a psionic shield, reducing all damage taken by 75 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% cold / +6% nature / +3% darkness Changes damage: +3% lightning Spell save: +22 (+8 eff.) Maximum stamina: +11.00 Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% mind Changes resistances penetration: +10% mind Mental save: +6 (+3 eff.) Confusion immunity: +22% Stamina each turn: +1.00 Only die when reaching: -80.00 life Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +15% temporal Changes resistances penetration: +10% darkness Changes damage: +5% light / +12% temporal / +5% darkness / +5% physical Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
In main hand | ![]() Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 142% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +20% cold Talent granted: +1 Block Handheld deflection devices. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% fire / +6% cold Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +88 On weapon hit: * 10% chance to reduce armor by 33% When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 6 acid Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Changes stats: +2 Mag / +5 Wil / +4 Cun Spell save: +12 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+2 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +19% lightning / +3% temporal / +6% light A suit of armour made of mail. |
Inventory
![]() wizard's steel ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Mag Spell save: +6 (+2 eff.) Spellpower: +7 (+3 eff.) Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +2 Mag Changes resistances: +8% acid / +12% cold / +8% blight Changes resistances penetration: +5% cold See invisible: +12 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances penetration: +6% arcane Changes damage: +5% arcane Critical mult.: +12.00% Maximum mana: +20.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() traveler's pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -2% Maximum encumbrance: +20 Physical 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. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 15 arcane resource burn Changes stats: +3 Str Spell save: +8 (+3 eff.) 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. |
![]() cured leather armour (6 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 48 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Fatigue: +17% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Damage when hit (Melee): 2 blight Changes stats: +6 Cun / +6 Wil Changes resistances: +18% acid / +6% blight Changes damage: +6% blight Physical save: +9 (+5 eff.) Mental save: +17 (+8 eff.) A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 104% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 Damage (Melee): +11 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 4 fire Changes stats: +1 Str Changes resistances: +11% fire Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Isagavena Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 (+3 eff.) Damage when hit (Melee): 15 fire Changes stats: +2 Str Changes resistances: +7% fire Changes damage: +15% physical Mana each turn: +0.08 Vim when firing critical spell: +2.00 Spell crit. chance: +3% Light radius: +4 Damage Shield penetration: +30% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Valaya the Dwarf Stone Warden level 14
16th Dearth 122nd year of Ascendancy at 04:00 see stats
By Valaya the Dwarf Stone Warden level 18
7th Loss 122nd year of Ascendancy at 15:14 see stats
By Valaya the Dwarf Stone Warden level 10
4th Profit 122nd year of Ascendancy at 16:10 see stats
By Valaya the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 16:26 see stats
By Valaya the Dwarf Stone Warden level 16
40th Dearth 122nd year of Ascendancy at 02:09 see stats
By Valaya the Dwarf Stone Warden level 10
5th Profit 122nd year of Ascendancy at 10:46 see stats
By Valaya the Dwarf Stone Warden level 18
8th Loss 122nd year of Ascendancy at 06:25 see stats
Log
Deep Wound from Gayatta the storm drake hatchling hits Crystaline Half (Valaya) for 69 physical damage.
Bleeding from Gayatta the storm drake hatchling hits Valaya for 14 physical damage.
Burning from Gayatta the storm drake hatchling hits Valaya for 11 fire damage.
Gayatta the storm drake hatchling hits Valaya for 107 fire damage.
Gayatta the storm drake hatchling hits Crystaline Half (Valaya) for 107 fire damage.
Gayatta the storm drake hatchling killed Crystaline Half (Valaya)!
Gayatta the storm drake hatchling is free from the stone vine.
Bleeding from Gayatta the storm drake hatchling hits Gayatta the storm drake hatchling for 29 physical damage.
Burning from Gayatta the storm drake hatchling hits Gayatta the storm drake hatchling for 7 fire damage.
Gayatta the storm drake hatchling misses Valaya.
Gayatta the storm drake hatchling misses Valaya.
Valaya casts Rune: Prismatic.
Valaya summons a prismatic shield for protection!
Gayatta the storm drake hatchling is seized by a stone vine.
Burning from Gayatta the storm drake hatchling hits Valaya for (11 to prism), 0 fire (0 total damage).
Bleeding from Gayatta the storm drake hatchling hits Valaya for (14 to prism), 0 physical (0 total damage).
Gayatta the storm drake hatchling is free from the stone vine.
Gayatta the storm drake hatchling stops bleeding.
Gayatta the storm drake hatchling stops burning.
Gayatta the storm drake hatchling uses Block.
Valaya uses Nature's Balance.
Valaya stops burning.
Gayatta the storm drake hatchling is seized by a stone vine.
Bleeding from Gayatta the storm drake hatchling hits Valaya for (14 to prism), 0 physical (0 total damage).
Stone Vine from Valaya hits Gayatta the storm drake hatchling for (27 blocked), 0 nature, (23 blocked), 0 arcane (0 total damage).
Melee retaliation hits Gayatta the storm drake hatchling for 0 fire, 0 arcane, 6 acid, 2 fire, 19 arcane, 6 acid (32 total damage).
Gayatta the storm drake hatchling hits Valaya for 111 physical damage.
Valaya the level 19 dwarf stone warden was splattered to death by Gayatta the storm drake hatchling on level 4 of Dreadfell.