










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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 | Female |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 15 / 37% |
Size | medium |
Lifes / Deaths | Killed by probeersel at level 15 on the 10th Dusk 122nd year of Ascendancy at 23:39 / 1 |
Primary Stats
Strength | 21 (base 19) |
Dexterity | 15 (base 10) |
Constitution | 14 (base 13) |
Magic | 40 (base 32) |
Willpower | 40 (base 30) |
Cunning | 18 (base 10) |
Resources
Life | -63/627 |
Equilibrium | 22 |
Stamina | 217/217 |
Soul | 10/10 |
Healing Factor | 1.2972895330003 |
Regeneration | 13.83534803789 |
Speed
Mental | +2.9072344087915% |
Attack | +2.9072344087915% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
See Invisible | 5 |
Offense: Mainhand
Damage | 23 |
Accuracy | 41 |
Crit Chance | 16% |
APR | 13 |
Speed | 0.97 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 12% |
Speed | 0.97174897930652 |
Offense: Damage Bonus
Acid | +16% |
Nature | +4% |
Darkness | +22% |
Blight | +10% |
Cold | +3% |
Fire | +13% |
All | 0% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 4 |
Physical Save | 14 |
Spell Save | 29 |
Mental Save | 24 |
Defense: Resistances
Fire | + 16%( 70%) |
Nature | + 3%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 6%( 70%) |
Physical | + 2%( 70%) |
Cold | + 30%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Undead drake | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)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 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed orc heart. | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +3% cold Melee Ret 4 lightning 2 cold On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +1 Resists +6% fire +9% cold A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +1% Resists +6% mind Mind.save +3 (+2 eff.) Max.HP +40.00 Heal.mod +15% Stun/Frz- +10% A cap made of leather. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+5 eff.) Spell.save +4 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 132% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Mag +1 Con dps ---------- Mind.pwr +15 (+6 eff.) Dmg.mod +6% acid ----- def ----- HP.reg +0.70 Heal.mod +11% ---------- misc Max.psi +10.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.3 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 109.97 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (220). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 fire Dmg.mod +3% fire Acc +11 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +6 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +7% Resists +6% temporal +16% cold Spell.save +6 (+3 eff.) HP.reg +2.00 Knockbk- +10% ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Mag +4 Wil +1 Cun ----- def ----- Defense +1 (+1 eff.) Crit.chn- 10.00% Max.HP +33.00 ---------- misc Infravis +1 See.Invis +3 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 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 121 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 109.27 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 12.0 - 18.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 4.0 T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 3.0 T1 mace 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Acc +10 (+3 eff.) Melee Ret 4 lightning ----- def ----- Defense +10 (+6 eff.) Resists +3% acid +3% fire Phys.save +9 (+7 eff.) Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Nature/Psionic Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 nature +5 darkness Against +9% Living Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 4 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Phys.save +3 (+3 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.50 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 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +9% mind +9% nature +15% light Res.pen +10% mind +8% light ----- def ----- Armour +5 Defense +5 (+3 eff.) ---------- misc Mana/turn +0.15 Max.mana +44.00 Wards +2 light Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% physical ----- def ----- Defense +6 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 79.26 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 light Against +6% Undead One-handed war axes. |
![]() 1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +5% fire +6% cold Max.HP +30.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+4 eff.) Phys.save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +7% physical +7% fire +12% arcane +9% cold ----- def ----- Resists +11% acid +11% physical +11% fire +10% cold +9% all ---------- misc Max.mana +30.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% temporal ----- def ----- Resists +9% all +12% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Mov.spd +25% Dmg.mod +6% blight +3% temporal Melee Ret 2 temporal ----- def ----- Armour +1 Resists +3% blight A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +5% cold ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +6% cold Res.pen +5% cold ----- def ----- Defense +1 (+1 eff.) Resists +16% nature +3% light HP.reg +2.00 Confus- +20% A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 On Hit: * 10% chance to reduce armor by 28% While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +16 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +10% physical ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +19 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +11% nature +11% blight ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 19.0 - 22.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(96 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 226 fire damage Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By probeersel the Cornac Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 10:49 see stats
By probeersel the Cornac Wyrmic level 7
78th Pyre 122nd year of Ascendancy at 06:54 see stats
By probeersel the Cornac Wyrmic level 12
4th Flare 122nd year of Ascendancy at 14:08 see stats
Log
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 4 turns (stop reason: suffocating).
The Cog spins up and deflects the blow from probeersel!
Unstable sand tunnel hits probeersel for 0 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 2 turns (stop reason: suffocating).
Unstable sand tunnel hits probeersel for 332 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Probeersel starts suffocating to death!
Ran for 2 turns (stop reason: detrimental status effect).
Probeersel is suffocating.
Probeersel is recovering from the damage!
Unstable sand tunnel hits probeersel for 183 physical damage.
Probeersel uses Infusion: Healing.
probeersel gains 1% of a turn from Ancestral Life.
probeersel receives 65 healing from Infusion: Healing.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 2 turns (stop reason: suffocating).
Unstable sand tunnel hits probeersel for 75 physical damage.
probeersel the level 15 cornac wyrmic suffocated to death on level 1 of Sandworm lair.