Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.4.0Official 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:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 12 / 40% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 31 (base 15) |
| Dexterity | 10 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 31 (base 14) |
| Willpower | 25 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 300/302 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 4 |
| Crit Chance | 10% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 40.62 (59.10447761194%) |
| Defense | 8 |
| Ranged Defense | 12 |
| Fatigue | 15 |
| Physical Save | 36 |
| Spell Save | 25 |
| Mental Save | 24 |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Celestial / Combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
Equipment
| On feet | pair of voratun boots 'Yvilaith' (0 def, 21 armour) pair of voratun boots 'Yvilaith' (0 def, 21 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +21 Fatigue: -6% Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +2 Mag / +2 Con Changes resistances: +9% temporal Reduces incoming crit damage: 19.00% Maximum encumbrance: +50 Physical save: +15 (+6 eff.) Mental save: +6 (+3 eff.) Maximum psi: +20.00 Infravision radius: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| On head | warlord's hardened leather cap of ire (0 def, 3 armour) warlord's hardened leather cap of ire (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+4 eff.) Armour: +3 Fatigue: +3% Changes stats: +10 Str / +6 Wil / +4 Con Changes resistances: +11% physical Physical save: +22 (+9 eff.) Mental save: +11 (+6 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | warded yew totem of cure ailments [power 3] (10 cooldown) warded yew totem of cure ailments [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +4 acid / +3 nature / +3 light Talent granted: +1 Ward It can be used to remove up to 3 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
| Around waist | ravager's hardened leather belt of magery ravager's hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances penetration: +13% physical Changes damage: +16% physical Spell crit. chance: +5% A belt that goes around your waist. |
| Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
| In off hand | iron shield (4 def, 2 armour, 8.5-10.2 power, 19 block) iron shield (4 def, 2 armour, 8.5-10.2 power, 19 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
| Cloak | spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +19% darkness / +21% temporal Spell save: +11 (+5 eff.) Maximum mana: +60.00 Defense after a teleport: +22 Resist all after a teleport: +13% New effects duration reduction after a teleport: +21% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | iron mace (12.5-17.5 power, 2 apr) iron mace (12.5-17.5 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
controlled phase door rune (range 10) controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. glacial stralite battleaxe of massacre (58.5-87.75 power, 3 apr)glacial stralite battleaxe of massacre (58.5-87.75 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Burst (radius 2) on crit: +34 ice When wielded/worn: Armour: +19 Changes resistances penetration: +19% cold Massive two-handed battleaxes. |
Earachik the stralite dagger (31-40.3 power, 9 apr) Earachik the stralite dagger (31-40.3 power, 9 apr)Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 23% chance to cause random gloom Damage (Melee): +17 mind When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +5 Wil / +4 Cun / +1 Con Changes resistances: +3% blight Maximum encumbrance: +30 Disease immunity: +10% Cut immunity: +15% Confusion immunity: +10% Life regen: +0.40 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul 'Mayywen' (56.5-84.75 power, 2 apr)dwarven-steel greatmaul 'Mayywen' (56.5-84.75 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +16 mind When wielded/worn: Changes stats: +1 Wil Changes resistances: +6% temporal Changes damage: +6% mind Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Rootflash the dwarven-steel greatsword (32.5-52 power, 2 apr)Rootflash the dwarven-steel greatsword (32.5-52 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 32.5 - 52.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 51% Damage (Melee): +16 mind Burst (radius 2) on crit: +4 nature When wielded/worn: Damage when hit (Melee): 8 mind Changes damage: +6% nature Mental save: +20 (+10 eff.) Equilibrium when hit: +0.08 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
iron greatsword (15.5-24.8 power, 1 apr) iron greatsword (15.5-24.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
dragonbone starstaff 'Runedrador' (30-36 power, 6 apr, darkness element) dragonbone starstaff 'Runedrador' (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Defense: +40 (+26 eff.) Effects on melee hit: * 20% chance to blind Damage (Melee): 12 % chance of confusion Changes stats: +3 Cun Changes resistances: +6% mind / +6% darkness Changes damage: +30% darkness / +9% arcane Talent granted: +1 Command Staff Silence immunity: +15% Equilibrium when hit: +0.04 Only die when reaching: -40.00 life Spellpower: +28 (+14 eff.) Spell crit. chance: +9% Light radius: +5 Damage Shield penetration: +50% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 25.43 to 30.52 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Airwinnow' (20-24 power, 4 apr, darkness element) yew starstaff 'Airwinnow' (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +16 lightning When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes resistances: +9% lightning Changes resistances penetration: +10% lightning / +5% acid Changes damage: +20% darkness Talent granted: +1 Command Staff Mana each turn: +0.20 Maximum mana: +72.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. mage-hunter's dwarven-steel steamgun of true shotmage-hunter's dwarven-steel steamgun of true shot Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+11 eff.) Physical crit. chance: +11.0% Damage (Ranged): 17 manaburn arcane Changes stats: +4 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +11 (+6 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel waraxe 'Burnblow' (19.5-27.3 power, 4 apr) dwarven-steel waraxe 'Burnblow' (19.5-27.3 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Temporal Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +14 fire When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +20% fire Physical save: +9 (+4 eff.) Mental save: +32 (+16 eff.) Only die when reaching: -80.00 life One-handed war axes. |
glacial stralite waraxe (31.5-44.1 power, 5 apr) glacial stralite waraxe (31.5-44.1 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Burst (radius 2) on crit: +23 ice When wielded/worn: Armour: +13 Changes resistances penetration: +13% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. stormwoven silk robe (3 def, 0 armour)stormwoven silk robe (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+3 eff.) Changes stats: +8 Str / +6 Mag / +7 Wil Changes resistances: +13% lightning / +13% cold Changes damage: +13% lightning / +13% physical / +17% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silumira the pair of hardened leather boots (0 def, 3 armour) Silumira the pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 arcane Changes resistances: +11% lightning / +11% temporal / +12% blight Changes resistances penetration: +20% arcane Changes damage: +3% arcane / +9% temporal A pair of boots made of leather. |
prismatic dwarven-steel mail armour of delving (3 def, 8 armour) prismatic dwarven-steel mail armour of delving (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Changes stats: +7 Str Changes resistances: +10% physical / +31% darkness / +16% light Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked reinforced leather armour of the deep (4 def, 12 armour)spiked reinforced leather armour of the deep (4 def, 12 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 18 physical Changes resistances: +13% acid / +13% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Brightqueller the quiver of elven-wood arrows (19/19, 45-63 power, 14 apr)Brightqueller the quiver of elven-wood arrows (19/19, 45-63 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 19 Damage (Ranged): +24 arcane / +8 fire Burst (radius 1) on hit: +4 arcane / +4 fire Burst (radius 2) on crit: +4 fire Arrows are used with bows to pierce your foes to death. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Transmogrification Chest Transmogrification ChestPowered 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. |
This item will automatically be transmogrified when you leave the level. elemental pouch of dwarven-steel shots of annihilation (18/18, 37.5-45 power, 11 apr)elemental pouch of dwarven-steel shots of annihilation (18/18, 37.5-45 power, 11 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 37.5 - 45.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Physical crit. chance: +13.0% Capacity: 18 On weapon hit: * Random elemental explosion Travel speed: +200% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. inquisitor's pouch of stralite shots of amnesia (21/21, 41.5-49.8 power, 5 apr)inquisitor's pouch of stralite shots of amnesia (21/21, 41.5-49.8 power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.5 - 49.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy Damage (Ranged): +19 manaburn arcane Shots are used with slings to pummel your foes to death. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Implojin the Cornac Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 17:58 see stats
Log
You feel a surge of power as a powerful creature falls nearby.
Welcome to level 12 [Implojin].
Implojin has 36 stat point(s), 17 class talent point(s), 11 generic talent point(s), 2 category point(s) to spend. Press p to use them.
Implojin picks up (e.): dwarven-steel greatmaul 'Mayywen' (56.5-84.75 power, 2 apr).
Elven archer is asphyxiating!
Elythra the human sun-paladin is asphyxiating!
You feel a surge of power as a powerful creature falls nearby.
Implojin picks up (p.): Silumira the pair of hardened leather boots (0 def, 3 armour).
Implojin wears: warlord's hardened leather cap of ire (0 def, 3 armour).
Implojin wears: pair of voratun boots 'Yvilaith' (0 def, 21 armour).
Implojin wears: Dakhtun's Gauntlets (0 def, 6 armour).
Implojin wears: spellcowled cashmere cloak of the voidstalker (2 def, 0 armour).
Implojin wears: ravager's hardened leather belt of magery.
Implojin wears: warded yew totem of cure ailments [power 3] (10 cooldown).
Talent Ward is ready to use.
You don't see how to get there...
