Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 19 / 56% |
Size | medium |
Lifes / Deaths | Killed by Shasshhiy'Kaish at level 19 on the 39th Haze 122nd year of Ascendancy at 02:12 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 22 (base 20) |
Dexterity | 48 (base 40) |
Constitution | 12 (base 10) |
Magic | 10 (base 10) |
Willpower | 35 (base 10) |
Cunning | 41 (base 36) |
Resources
Life | -139/449 |
Stamina | 216/226 |
Equilibrium | 42 |
Healing Factor | 1.0191526171258 |
Regeneration | 3.3122460056589 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 37.709119195249 |
See Invisible | 38.709119195249 |
Offense: Mainhand
Damage | 76 |
Accuracy | 58 |
Crit Chance | 14% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.3333333333333 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 22 (63.914983985962%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 29 |
Mental Save | 23 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 21%( 70%) |
Physical | + 19%( 70%) |
Cold | + 50%( 70%) |
All | + 16%( 70%) |
Lightning | + 26%( 70%) |
Light | + 21%( 70%) |
Mind | + 19%( 70%) |
Darkness | + 24%( 70%) |
Fire | + 42%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Pinning Resistance | 45% |
Confusion Resistance | 11% |
Disarm Resistance | 44% |
Knockback Resistance | 93% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 85 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
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. | 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by Nerasethra the skeleton warrior. Escort: lost defiler (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Borfast the Broken. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+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. 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 have explored the Old Forest and vanquished Shardskin. * 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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: * You've found the needed length of troll intestine. * You've found the needed pouch of luminous horror dust. * '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.' Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. 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 electric eel tail. * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of squid ink. * You've found the needed bloated horror heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +5% fire +5% cold other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T3 arrow ammo [Ego] Master Weapon Damage 38.5 - 53.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +14 Ignore Armor +10 Critical Rate +2.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego+] Master While equipped: defense ------ Blind Resist +21% Confus Resist +11% other ------- Light +7 See Stealth +7 See Invisibility +8 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. 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 | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +2 Cun +2 Con offense ------ Physical Crit +1.0% Critical power +10.00% On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +1 Fatigue +1% Resistance +9% darkness A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +23% Pinning Resist +24% Knockbk Resist +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Life +26.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +30% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 4.0 Encumbrance T2 longbow 2H weapon [Ego] Disrupt/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +3 Dex defense ------ Resistance +12% acid +12% lightning +12% cold +15% fire +5% all Spell save +12 (+6 eff.) Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+2 eff.) Ignore Armor +6 defense ------ Armor +1 Resistance +6% blight Spell save +10 (+5 eff.) 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 | ![]() 2.0 Encumbrance T3 cloth armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 defense ------ Armor +9 Defense +3 (+1 eff.) Resistance +6% light +3% physical +3% mind +11% all Physical save +15 (+8 eff.) Unlife -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% fire +11% cold Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life +25.00 Disarm Resist +27% Pinning Resist +22% Knockbk Resist +26% other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 21.5 - 32.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 light Damage Against +10% Undead Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 37.0 - 55.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Normal] Nature Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
![]() 9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +6% physical Physical save +16 (+8 eff.) A suit of armour made of leather. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Mag offense ------ Damage +6% nature defense ------ Resistance +6% lightning +6% light +11% nature +3% acid Crit Resistance 5.00% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Leyran the Cornac Archer level 14
69th Dusk 122nd year of Ascendancy at 06:37 see stats
By Leyran the Cornac Archer level 11
18th Dusk 122nd year of Ascendancy at 23:59 see stats
By Leyran the Cornac Archer level 18
36th Haze 122nd year of Ascendancy at 14:57 see stats
By Leyran the Cornac Archer level 10
7th Mirth 122nd year of Ascendancy at 03:44 see stats
By Leyran the Cornac Archer level 7
78th Pyre 122nd year of Ascendancy at 16:39 see stats
By Leyran the Cornac Archer level 13
56th Dusk 122nd year of Ascendancy at 18:29 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Leyran picks up (d.): arcing steel greatmaul of massacre (37-56 power, 2 apr).
Ran for 11 turns (stop reason: hostile spotted to the southeast (anaconda)).
Leyran shoots!
Anaconda starts to bleed.
Leyran's Shoot hits Anaconda for 118 physical damage.
Bleeding from Leyran hits Anaconda for 9 physical damage.
Leyran uses Headshot.
Leyran's Headshot performs a ranged critical strike against Anaconda!
Leyran's Headshot hits Anaconda for 320 physical damage.
Leyran's Headshot killed Anaconda!
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Ran for 5 turns (stop reason: hostile spotted to the southeast (snow giant boulder thrower)).
Shasshhiy'Kaish casts Rune: Acid Wave.
Leyran is disarmed!
Leyran reacts to damage from Shasshhiy'Kaish, mitigating the blow!.
Leyran attunes to the damage.
Shasshhiy'Kaish hits Leyran for (23 antimagic), (17 reacted , -3 stam), 146 acid (146 total damage).
Shasshhiy'Kaish casts Meteor Rain.
Leyran is recovering from the damage!
Shasshhiy'Kaish hits Leyran for 111 physical, (23 antimagic), 56 fire, 111 physical, (23 antimagic), 56 fire, 111 physical (446 total damage).
Leyran the level 19 cornac archer was crushed to death by Shasshhiy'Kaish and used for her perverted desires on level 4 of Daikara.