










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! Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 17 / 46% |
| Size | big |
| Lifes / Deaths | Killed by Isobrebeth the sandworm at level 17 on the 8th Loss 122nd year of Ascendancy at 19:28 / 1 |
Primary Stats
| Strength | 55 (base 33) |
| Dexterity | 10 (base 10) |
| Constitution | 39 (base 25) |
| Magic | 15 (base 10) |
| Willpower | 40 (base 32) |
| Cunning | 18 (base 10) |
Resources
| Life | -7/589 |
| Hate | 60/100 |
| Healing Factor | 0.97914942491895 |
| Regeneration | 0.24478735622974 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 33 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Physical | +15% |
| Lightning | +10% |
| Arcane | +3% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 28.317011280365 (72.903125182002%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 14 |
| Physical Save | 36 |
| Spell Save | 32 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 13%( 70%) |
| Darkness | + 7%( 70%) |
| Lightning | + 23%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Its effects scale with your Willpower stat. |
| 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 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 520% 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 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. | 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 failed to protect the lost sun paladin from death by war hound. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+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. | 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 |
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 |
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 skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | Koretovon the Chargeraze (Corpses) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +3% acid +6% cold Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Armour +3 Fatigue +2% Resists +3% acid Curse of Corpses Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 63.21 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 63.21 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Yvanne the linen wizard hat (Madness) (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +2 Mag +1 Wil +3 Cun dps ---------- Dmg.mod +9% physical ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Vim/s.crit +2.00 Curse of Madness A pointy cloth hat, very wizardly... |
| Tool | Glowspar the elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Str +2 Mag +1 Wil +2 Con ----- def ----- Resists +3% light Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +6 (+3 eff.) Resists +20% lightning Rings make your fingers look great! |
| On fingers | warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +21.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
| Around waist | Layagavea the rough leather belt (Madness)1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Mag +5 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% arcane ----- def ----- Resists +3% temporal Spell.save +6 (+3 eff.) ---------- misc Size +1 Curse of Madness A belt that goes around your waist. |
| In main hand | acidic steel greatsword of the mystic (Misfortune) (128% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 128% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 While equipped: Stats +2 Mag +5 Wil dps ---------- Spell.pwr +9 (+4 eff.) Curse of Misfortune Massive two-handed swords. |
| On hands | brawler's rough leather gloves (Madness) (0 def, 1 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Cun ----- def ----- Armour +1 Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | impenetrable iron mail armour (Corpses) (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Curse of Corpses A suit of armour made of mail. |
| Cloak | linen cloak of Iron Throne (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Vorerira'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Lck +4 Str dps ---------- Phys.pwr +6 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +3% darkness +6% temporal Crit.chn- 10.00% Spell.save +6 (+3 eff.) Unseen.red 11% Amulets make your neck look great! |
Inventory
blink rune of the warrior (range 7; phase 19; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 170; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 170 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Penitence (Madness) (111% power, 4 apr, nature element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+7 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+8 eff.) ---------- misc Talents +1 Command Staff Curse of Madness Cure up to 3 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Cloud Caller (Madness) (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Madness Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.26 to 117.78 lightning damage (78.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
rejuvenating steel mail armour of lightning resistance (Corpses) (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% lightning HP.reg +2.50 ---------- misc Stam/turn +0.60 Curse of Corpses A suit of armour made of mail. |
iron shield 'Bethulaith' (Nightmares) (0 def, 2 armour, 97% power, 23 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 97% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +23 On Hit.r1 +4 mind On Crit.r2 +12 temporal While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +15% arcane ----- def ----- Armour +2 Fatigue +8% Resists +11% physical ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
opal0.0 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Cutherath'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Phasing +30% Melee Ret 2 blight 12 fire ----- def ----- Resists +5% arcane +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Harrim the Dwarf Cursed level 17
27th Dearth 122nd year of Ascendancy at 21:38 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Harrim the Dwarf Cursed level 10
6th Wealth 122nd year of Ascendancy at 20:53 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Harrim the Dwarf Cursed level 6
19th Voratun 122nd year of Ascendancy at 02:44 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Harrim the Dwarf Cursed level 8
3rd Wealth 122nd year of Ascendancy at 15:19 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Harrim the Dwarf Cursed level 11
20th Wealth 122nd year of Ascendancy at 17:30 see stats
Log
Mindrot hits Isobrebeth the sandworm for 5 mind, (4 blocked), 0 darkness (5 total damage).
Harrim receives 19 healing from Unnatural Body.
Acid Splash from Gigantic corrosive tunneler hits Harrim for 2 acid damage.
Harrim hits Isobrebeth the sandworm for (51 blocked), 49 physical (49 total damage).
Isobrebeth the sandworm uses To The Arms.
Harrim starts to bleed.
Harrim is suffering and fails to concentrate on dealing damage.
Isobrebeth the sandworm hits Harrim for 108 physical, 6 mind, 4 physical (118 total damage).
Isobrebeth the sandworm's fiery vapour area effect hits Harrim for 28 fire damage.
Gigantic corrosive tunneler's acid area effect hits Harrim for 55 acid damage.
Gigantic corrosive tunneler's acid area effect hits Isobrebeth the sandworm for 56 acid damage.
Gigantic corrosive tunneler's acid area effect hits Huge sandworm burrower for 0 acid damage.
LIFE LOST WARNING!
Mindrot hits Isobrebeth the sandworm for 3 mind, 2 darkness (6 total damage).
Bleeding from Isobrebeth the sandworm hits Harrim for 11 physical damage.
Harrim receives 19 healing from Unnatural Body.
Acid Splash from Gigantic corrosive tunneler hits Harrim for 2 acid damage.
Harrim uses Infusion: Regeneration.
Harrim starts regenerating health quickly.
Isobrebeth the sandworm is no longer evading attacks.
Harrim shrugs off the effect 'Exposed'!
Gigantic corrosive tunneler's acid area effect hits Harrim for 55 acid damage.
Gigantic corrosive tunneler's acid area effect hits Isobrebeth the sandworm for 56 acid damage.
Gigantic corrosive tunneler's acid area effect hits Huge sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Huge sandworm burrower for 0 acid damage.
Isobrebeth the sandworm's fiery vapour area effect hits Harrim for 28 fire damage.
Isobrebeth the sandworm hits Harrim for 54 physical, 6 mind, 4 physical, 16 physical, 3 mind, 4 physical (87 total damage).
Harrim the level 17 dwarf cursed was scorched to death by Isobrebeth the sandworm on level 1 of Sandworm lair.







































































