










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Immunity Adjusts Saves 1.4.9Tired of trying to play a rogue but finding your poisons and bleeds are completely ignored by most enemies in the game? Tired of investing countless talent points into fear-based talents, only to enter a dungeon full of fully immune undead? Tired of investing into taking advantage of stuns only to find the most dangerous foes can't be stunned? Tire no more! This addon converts most status immunities to instead multiply save values rather than giving a flat chance to ignore the effect. This means you'll be able to apply statuses to just about anyone, but immunities are still powerful as long as you also have the related saving throw stat. -Changes immunity of most status effects to instead multiply your saves against effects of that type rather than giving a flat chance to ignore the effect. -!Some talents grant a direct chance to ignore specific effects without using immunity stats, this addon will not change how those talents function. 100% Immunity is 2x saves This addon was specifically designed to ignore realism in favor of making the game more enjoyable for people who want to try specific builds without being shut down by specific enemy types, while still making immunity a valuable stat to hold both as the player or an enemy. Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official 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:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Forbidden Cults 1.5.9Official 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 | Male |
Race | Cornac |
Class | Marauder |
Level / Exp | 20 / 74% |
Size | medium |
Lifes / Deaths | Killed by Layodakira the thief at level 20 on the 60th Dusk 122nd year of Ascendancy at 09:11 / 1 |
Primary Stats
Strength | 38 (base 33) |
Dexterity | 46 (base 29) |
Constitution | 41 (base 25) |
Magic | 16 (base 10) |
Willpower | 31 (base 10) |
Cunning | 29 (base 22) |
Resources
Life | -46/667 |
Stamina | 155/180 |
Healing Factor | 1.6003791469194 |
Regeneration | 20.357457079783 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 56 |
Accuracy | 57 |
Crit Chance | 33% |
APR | 27 |
Speed | 1.11 |
Offense: Offhand
Damage | 40 |
Accuracy | 57 |
Crit Chance | 38% |
APR | 30 |
Speed | 1.11 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Nature | +15% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +7% |
Lightning | +15% |
Light | +10% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 52.511077022655 (88.454810495627%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 4 |
Physical Save | 43 |
Spell Save | 30 |
Mental Save | 44 |
Defense: Resistances
Acid | + 15%( 70%) |
Light | + 22%( 70%) |
Nature | + 26%( 70%) |
Darkness | + 43%( 70%) |
Cold | + 26%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Disarm Resistance | 77% |
Bleed Resistance | 60% |
Confusion Resistance | 34% |
Knockback Resistance | 58% |
Stun Resistance | 64% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 96.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 41 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. |
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 322 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 246 damage for 4 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Duelist | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Effects
talent | Precise Strikes |
beneficial effect | The thrill of combat improves the target's maximum life by 5%, life regeneration by 8.97, and stamina regeneration by 1.79. Bloodbath |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 3.91 darkness and 3.91 temporal damage each turn. Entropic Gift |
detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 37%. Nihil |
beneficial effect | The target is recovering 21 life each turn. Recovery |
detrimental effect | The target is doomed to ruin. On falling below 75%, 50% or 25% life all enemies in radius 0 will take 44 darkness damage Prophecy of Ruin |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 73 - 102 Accuracy: 72 (knife) APR: 31 Crit Chance: +36% Crit mult: 179% Uses Stats: 50% Str, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 51% chance to deflect up to 16 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed orc heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed bear paw. * 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 30% chance to blind Changes stats: +2 Mag / +10 Wil Changes resistances penetration: +10% light Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +10 (+4 eff.) A pair of boots made of leather. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 lightning Changes resistances penetration: +15% lightning Changes damage: +15% nature Maximum life: +42.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Physical save: +25 (+9 eff.) Cut immunity: +20% Disarm immunity: +10% A cap made of leather. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +2 Fatigue: -5% Changes stats: +3 Str / +2 Dex Changes damage: +6% mind Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Mag / +4 Wil / +3 Con Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Light radius: +3 Infravision radius: +1 Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Disarm immunity: +27% Pinning immunity: +22% Knockback immunity: +28% Maximum life: +28.00 Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances: +6% acid / +13% light / +19% darkness Changes damage: +3% mind Blindness immunity: +22% Cut immunity: +40% Life regen: +0.50 Stamina each turn: +0.40 Movement speed: +10% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 145 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 133% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +5 Physical crit. chance: +7.0% Changes resistances penetration: +7% physical Blunt and deadly. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Mental save: +16 (+6 eff.) Hate when firing a critical mind attack: +1.00 Maximum life: +42.00 Mindpower: +2 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 115% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Sharp, short and deadly. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +5 Defense: +2 (+2 eff.) Changes stats: +6 Dex / +3 Mag / +2 Wil / +3 Cun Changes resistances penetration: +10% mind Mental save: +20 (+7 eff.) Maximum hate: +6.00 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: - Strength 24 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+3 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
![]() dwarven-steel battleaxe of massacre (151% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Dex / +4 Con Maximum life: +31.00 See invisible: +18 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Physical power: +2 (+1 eff.) Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +4 Dex Stamina each turn: +0.40 Maximum stamina: +20.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: -4% Changes resistances: +3% blight Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Spell save: +18 (+9 eff.) Mental save: +6 (+2 eff.) A pair of boots made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 acid Changes resistances: +6% nature Changes damage: +9% nature / +12% acid Life regen: +1.80 Healing mod.: +12% A pair of boots made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+8 eff.) Fatigue: +3% Life regen: +2.30 Healing mod.: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 32 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+4 eff.) Ranged Defense: +6 (+4 eff.) Damage (Melee): 6 physical Changes stats: +4 Str Changes resistances: +6% light Changes damage: +10% physical Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% nature Spell save: +3 (+1 eff.) Maximum life: +44.00 Healing mod.: +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
![]() 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 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. |
![]() 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 / 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 / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 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: 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), costing 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. |
![]() 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, costing 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. |
Achievements
By Vulpes the Cornac Marauder level 20
59th Dusk 122nd year of Ascendancy at 14:00 see stats
By Vulpes the Cornac Marauder level 10
5th Mirth 122nd year of Ascendancy at 20:32 see stats
By Vulpes the Cornac Marauder level 20
55th Dusk 122nd year of Ascendancy at 05:14 see stats
By Vulpes the Cornac Marauder level 11
3rd Flare 122nd year of Ascendancy at 07:37 see stats
By Vulpes the Cornac Marauder level 6
1st Mirth 122nd year of Ascendancy at 06:08 see stats
By Vulpes the Cornac Marauder level 18
35th Dusk 122nd year of Ascendancy at 19:43 see stats
By Vulpes the Cornac Marauder level 10
7th Mirth 122nd year of Ascendancy at 18:37 see stats
By Vulpes the Cornac Marauder level 18
35th Dusk 122nd year of Ascendancy at 10:59 see stats
By Vulpes the Cornac Marauder level 20
60th Dusk 122nd year of Ascendancy at 06:00 see stats
Log
You collect a new ingredient: black mamba head (1).
Vulpes performs a melee critical strike against Ememissra the black mamba!
Vulpes's blood frenzy intensifies!
Vulpes performs a melee critical strike against Ememissra the black mamba!
Vulpes's blood frenzy intensifies!
Vulpes hits Ememissra the black mamba for (40 to ice), 60 physical, (23 to ice), 34 physical (94 total damage).
Ememissra the black mamba hits Iceblock for 16 physical, 16 physical, 16 physical, 16 physical, 16 physical (77 total damage).
Vulpes killed Ememissra the black mamba!
Shadow hits Vulpes for 3 physical damage.
Vulpes hits Shadow for 4 lightning damage.
Layodakira the thief loses 2 health to the entropy.
Entropic Gift from Layodakira the thief hits Iceblock for 4 temporal, 3 darkness (6 total damage).
Heartseeker is still on cooldown for 5 turns.
Vulpes rushes out!
Layodakira the thief loses 2 health to the entropy.
Layodakira the thief uses Infusion: Wild.
Layodakira the thief lessens the pain.
Layodakira the thief hits Iceblock for 38 physical, 35 arcane (73 total damage).
Entropic Gift from Layodakira the thief hits Iceblock for 4 temporal, 5 darkness (8 total damage).
Layodakira the thief loses 2 health to the entropy.
Layodakira the thief is free from the ice.
Vulpes shrugs off the effect 'Pacification Hex'!
Vulpes is recovering from the damage!
Vulpes was smashed back 1 spaces!
Layodakira the thief casts Netherblast.
Prophecy of Ruin from Layodakira the thief hits Vulpes for 38 darkness, 17 darkness, 32 darkness (87 total damage).
Something hits Vulpes for 400 physical, 28 physical (428 total damage).
Saving game...