











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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 22 / 84% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 67 (base 39) |
Dexterity | 23 (base 10) |
Constitution | 28 (base 11) |
Magic | 21 (base 10) |
Willpower | 61 (base 40) |
Cunning | 46 (base 25) |
Resources
Life | 1012/1012 |
Mana | 156/361 |
Stamina | 290/290 |
Equilibrium | 20 |
Healing Factor | 1.2456298990388 |
Regeneration | 15.432224078306 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +32.44168646096% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
Offense: Mainhand
Damage | 74 |
Accuracy | 50 |
Crit Chance | 32% |
APR | 4 |
Speed | 0.97 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 23 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 15% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Acid | +8% |
Blight | +11% |
Arcane | +9% |
Cold | +8% |
All | 0% |
Darkness | +8% |
Light | +6% |
Temporal | +3% |
Physical | +30% |
Lightning | +8% |
Fire | +8% |
Nature | +16% |
Offense: Damage Penetration
Acid | +12% |
Blight | +12% |
Physical | +19% |
Cold | +12% |
All | 0% |
Darkness | +27% |
Lightning | +17% |
Mind | +10% |
Fire | +12% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 54.079698551113 (38.594633868923%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 15.923805221685 |
Physical Save | 33 |
Spell Save | 31 |
Mental Save | 37 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 10%( 70%) |
All | + 4%( 70%) |
Darkness | + 11%( 70%) |
Physical | + 21%( 70%) |
Temporal | + 22%( 70%) |
Lightning | + 39%( 70%) |
Mind | + 19%( 70%) |
Fire | + 8%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 20% |
Teleport Resistance | 20% |
Blind Resistance | 60% |
Silence Resistance | 20% |
Bleed Resistance | 50% |
Pinning Resistance | 20% |
Disarm Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 43% |
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 352 life over 5 turns. Its effects scale with your Strength stat. |
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 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 789% 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 Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
talent | Icy Skin |
talent | Premonition |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You abandoned lost warrior, to death. Escort: lost warrior (level 2 of Old Forest) | failed |
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 have explored the Maze and vanquished the Minotaur. * 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 Possessed. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed hummerhorn wing. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex +4 Wil +3 Cun +2 Con dps ---------- Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +6% light Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +6% darkness Disarm- +20% Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Mag +3 Con ----- def ----- Resists +3% nature ---------- misc Light +6 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 | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +4 Dex +2 Wil dps ---------- Phys.pwr +15 (+4 eff.) Acc +20 (+6 eff.) ----- def ----- Armour +1 Fatigue +1% Mind.save +6 (+3 eff.) HP.reg +2.30 ---------- misc Stam/turn +0.40 Psi/turn +0.13 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. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Mag +5 Cun +2 Con dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +8 Resists +4% physical ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +2 Cun +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 11 physical Ranged+ 5 physical Dmg.mod +12% physical On Hit (Melee): * 12% chance to reduce all saves and defense by 31 On Hit (Ranged): * 11% chance to reduce all saves and defense by 31 ----- def ----- Resists +9% lightning +12% physical +3% acid +6% blight Spell.save +3 (+2 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +3% blight Res.pen +15% darkness ----- def ----- Resists +6% blight Max.HP +22.00 Silence- +20% Disarm- +21% Pinning- +20% Knockbk- +23% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Str +1 Dex dps ---------- Dmg.mod +3% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +13% mind Heal.mod +10% Cut- +50% Confus- +20% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 217 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +9 light Against +5% Undead On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +8 (+2 eff.) Dmg.mod +9% arcane Res.pen +5% lightning ----- def ----- Resists +12% lightning Sharp, long, and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +3 Wil dps ---------- Against +15% Summoned Melee Ret 4 cold ----- def ----- Resists +6% lightning +3% mind +6% nature D.Red.from +24% Summoned Blind- +10% Stun/Frz- +20% Teleport- +20% A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 140% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +85 While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +21 Fatigue +8% Resists +23% acid +5% arcane Crit.chn- 5.00% Max.HP +80.00 Blind- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +4 Wil +2 Cun +1 Con dps ---------- Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 31 ----- def ----- Defense +1 (+0 eff.) Crit.chn- 10.00% ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Rare] Arcane While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +5% arcane +19% temporal Crit.chn- 10.00% Max.HP +100.00 Blind- +20% A suit of armour made of leather. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 4 darkness, 3 temporal, 3 cold, 4 nature, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 405 damage for 4 turns. 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. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% fire ----- def ----- Fatigue -4% Resists +3% fire +16% temporal HP.reg +2.00 Pinning- +22% Knockbk- +21% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Heal.mod +14% Cut- +40% Stun/Frz- +20% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 326 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Cun +7 Mag dps ---------- Res.pen +15% arcane ----- def ----- Fatigue -7% Spell.save +12 (+6 eff.) Max.HP +28.00 Disarm- +31% Pinning- +26% Knockbk- +40% ---------- misc Max.enc +30 See.Invis +12 Rings make your fingers look great! |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Disrupt/Master Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Deals 87 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +5 Dex dps ---------- Phys.pwr +20 (+5 eff.) Phys.spd +10% Res.pen +6% all Acc +16 (+5 eff.) Apr +9 Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Arcane Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 light Against +14% Undead On Hit.r1 +20 arcane While equipped: dps ---------- Dmg.mod +12% arcane +6% blight Melee Ret 6 blight ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Wil +8 Cun +1 Con dps ---------- Mind.crit +6% Spell.pwr +15 (+7 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +12% light ----- def ----- Defense +2 (+1 eff.) Resists +18% light Mind.save +11 (+5 eff.) ---------- misc Stam/turn +1.00 Max.stam +30.00 Hateful Whisper: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 148 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Mag +2 Wil +7 Cun +2 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +6 Defense +7 (+3 eff.) Fatigue +12% Resists +14% blight +14% darkness ---------- misc Light +4 A suit of armour made of mail. |
![]() 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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 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. |
![]() 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +6 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 243/400 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 T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +12% mind +9% darkness Res.pen +10% mind Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% fire Heal.mod +5% Blind- +20% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego+] Nature Sting an enemy dealing 142 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 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
By Dragon Whelp the Cornac Wyrmic level 16
58th Dusk 122nd year of Ascendancy at 21:28 see stats
By Dragon Whelp the Cornac Wyrmic level 10
1st Flare 122nd year of Ascendancy at 21:34 see stats
By Dragon Whelp the Cornac Wyrmic level 20
26th Haze 122nd year of Ascendancy at 23:59 see stats
By Dragon Whelp the Cornac Wyrmic level 21
48th Haze 122nd year of Ascendancy at 18:03 see stats
By Dragon Whelp the Cornac Wyrmic level 22
51st Haze 122nd year of Ascendancy at 05:03 see stats
By Dragon Whelp the Cornac Wyrmic level 9
8th Mirth 122nd year of Ascendancy at 13:03 see stats
By Dragon Whelp the Cornac Wyrmic level 9
2nd Summertide 122nd year of Ascendancy at 01:55 see stats
By Dragon Whelp the Cornac Wyrmic level 22
50th Haze 122nd year of Ascendancy at 19:19 see stats
By Dragon Whelp the Cornac Wyrmic level 14
15th Dusk 122nd year of Ascendancy at 16:41 see stats
Log
You gain 4.04 gold from the transmogrification of cleansing dwarven-steel mail armour of implacability (3 def, 13 armour).
You gain 1.52 gold from the transmogrification of insulating hardened leather cap of dexterity (+5) (0 def, 3 armour).
You gain 14.54 gold from the transmogrification of Scorchsting the pair of dwarven-steel boots (0 def, 12 armour).
You gain 14.06 gold from the transmogrification of Murkvortex (0 def, 0 armour).
You gain 17.72 gold from the transmogrification of Bloomgrit.
You gain 5.41 gold from the transmogrification of truestriking dwarven-steel waraxe of daylight (120% power, 4 apr).
You gain 4.66 gold from the transmogrification of dwarven-steel waraxe of enduring (120% power, 4 apr).
You gain 11.49 gold from the transmogrification of Swampswift the steel waraxe (105% power, 3 apr).
You gain 7.01 gold from the transmogrification of infernal yew magestaff (120% power, 4 apr, arcane element).
You gain 8.95 gold from the transmogrification of caller's thorny mindstar of sand (97% power, 24 apr, mind damage).
You gain 15.95 gold from the transmogrification of Cyrevea the thorny mindstar (96% power, 24 apr, nature damage).
You gain 5.02 gold from the transmogrification of truestriking dwarven-steel longsword of daylight (125% power, 4 apr).
You gain 4.80 gold from the transmogrification of elemental dwarven-steel longsword of daylight (129% power, 4 apr).
You gain 12.68 gold from the transmogrification of Strikeweeper (113% power, 3 apr).
You gain 7.27 gold from the transmogrification of warbringer's dwarven-steel dagger of crippling (118% power, 7 apr).
You gain 1.98 gold from the transmogrification of slime-covered dwarven-steel dagger of massacre (126% power, 7 apr).
You gain 3.67 gold from the transmogrification of dwarven-steel dagger of shearing (116% power, 7 apr).
You gain 1.83 gold from the transmogrification of chilling dwarven-steel dagger of massacre (127% power, 7 apr).
You gain 16.45 gold from the transmogrification of Zerarek the dwarven-steel dagger (115% power, 7 apr).
You gain 16.00 gold from the transmogrification of voratun battleaxe 'Mireglean' (171% power, 28 apr).
You gain 7.75 gold from the transmogrification of truestriking dwarven-steel battleaxe of shearing (136% power, 2 apr).
You gain 1.70 gold from the transmogrification of rogue's gold ring of fire (+20%).
You gain 1.24 gold from the transmogrification of insulating gold amulet of magic (+2).
You gain 1.00 gold from the transmogrification of wild infusion (res 16%; magical; dur 2; cd 10).
You gain 3.50 gold from the transmogrification of heroism infusion of the sneak (die at -293; dur 5; cd 33).
You gain 3.67 gold from the transmogrification of heroism infusion (die at -167; dur 7; cd 33).
There is a A mysterious hole in the beach here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.