











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 26 / 38% |
Size | small |
Lifes / Deaths | Killed by elven cultist at level 26 on the 22nd Regrowth 123rd year of Ascendancy at 14:26 / 1 |
Primary Stats
Strength | 27 (base 24) |
Dexterity | 90 (base 57) |
Constitution | 38 (base 32) |
Magic | 33 (base 28) |
Willpower | 31 (base 21) |
Cunning | 57 (base 42) |
Resources
Life | -37/647 |
Positive | 105/125 |
Stamina | 226/258 |
Paradox | 300 |
Healing Factor | 1.2102122670884 |
Regeneration | 0.30255306677199 |
Speed
Mental | -2.2204460492503E-14% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
See Stealth | 71.704237951236 |
See Invisible | 72.704237951236 |
Offense: Mainhand
Damage | 98 |
Accuracy | 85 |
Crit Chance | 58% |
APR | 41 |
Speed | 0.90 |
Offense: Offhand
Damage | 108 |
Accuracy | 85 |
Crit Chance | 46% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +5% |
Physical | +9% |
Mind | +3% |
Nature | +19% |
Offense: Damage Penetration
Nature | +20% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 40 (81.151787968034%) |
Defense | 92 |
Ranged Defense | 92 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 29 |
Mental Save | 35 |
Defense: Resistances
Acid | + 17%( 70%) |
Nature | + 38%( 70%) |
Blight | + 17%( 70%) |
Cold | + 28%( 70%) |
Fire | + 17%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Confusion Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 531 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 376 damage for 4 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: OxygenUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to restore 192 stamina and air over 10 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 2 physical, 3 light, 3 cold, 4 mind, 4 acid |
Class Talents
Technique / Duelist | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Cunning / Lethality | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.50 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * The Weirdling Beast is dead, freeing the way into the fortress itself. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed xorn fragment. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of serendipity. 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.' * You've found the needed hummerhorn wing. * You've found the needed warg claw. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within7 lumberjacks have died. | done |
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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +9 Dex dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Armour +5 Resists +6% blight +15% cold Stealth +7 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% mind Melee Ret 6 mind ----- def ----- Armour +8 Resists +6% acid +6% fire +3% cold Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +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 | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +13% nature +3% physical Res.pen +10% nature ----- def ----- Defense +2 (+0 eff.) Resists +19% nature ---------- misc Stam/turn +3.00 Max.stam +10.00 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Acc +6 (+1 eff.) ----- def ----- Armour +2 Phys.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Disarm- +30% Unarmed combat: Power 22.5 - 24.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +5 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +20 (+7 eff.) Dmg.mod +6% nature +3% mind ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+4 eff.) ----- def ----- Armour +4 Resists +4% all Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +17 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+1 eff.) Disengage: Puts all charms on 7 cooldown Level 4.5 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Unseen.red 11% Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% Dmg.mod +6% physical ----- def ----- Defense +9 (+1 eff.) Stealth +6 ---------- misc Stam/turn +1.00 Infravis +2 See.Invis +3 A belt that goes around your waist. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Ego] Master Power 36.5 - 47.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +12 (+2 eff.) Disarm- +20% Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% nature Acc +15 (+3 eff.) ----- def ----- Armour +10 Defense +22 (+4 eff.) Phys.save +8 (+4 eff.) ---------- misc Max.stam +20.00 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 T5 light armor [Ego++] Master While equipped: Stats +7 Cun +5 Dex dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +11 Defense +25 (+5 eff.) Fatigue +8% 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 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 287.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +9% physical Blind- +15% ---------- misc Stam/turn +0.50 Infravis +5 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 1.0 T4 dagger 1H weapon [Rare] Arcane Power 31.0 - 40.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +20 lightning +17 cold On Hit.r1 +20 lightning On Crit.r2 +8 lightning While equipped: dps ---------- Melee Ret 8 lightning ----- def ----- Resists +9% lightning +9% light +5% arcane Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Nature/Disrupt Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Against +14% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +9 Str +6 Dex +9 Mag +7 Wil +9 Cun +12 Con Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Master Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +14 (+3 eff.) Apr +7 Sharp, long, and deadly. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +13% lightning +13% physical +11% cold ----- def ----- Resists +10% lightning +13% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue -3% Phys.save +8 (+4 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 9 physical Dmg.mod +6% physical ----- def ----- Armour +9 Fatigue +5% Unarmed combat: Power 31.0 - 43.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit.r1 +8 physical On Crit.r2 +15 physical On Hit: 10% Sand Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +7 Wil dps ---------- Spell.pwr +25 (+12 eff.) S.pwr/crit +8 Res.pen +15% arcane Phasing +30% ----- def ----- Armour +3 Fatigue +3% Resists +3% mind +5% arcane A cap made of leather. |
![]() 17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego] Nature/Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +23% fire HP.reg +2.80 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
![]() 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% When used in a prism: Prism 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) 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 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 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. |
![]() 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 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.(85 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con 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 140 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 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 474 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 33 and armour hardiness by 60% Puts all charms on 12 cooldown 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 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold 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 Shaani the Halfling Rogue level 11
39th Dusk 122nd year of Ascendancy at 07:01 see stats
By Shaani the Halfling Rogue level 23
7th Decay 122nd year of Ascendancy at 11:15 see stats
By Shaani the Halfling Rogue level 20
69th Haze 122nd year of Ascendancy at 02:52 see stats
By Shaani the Halfling Rogue level 25
4th Regrowth 123rd year of Ascendancy at 09:54 see stats
By Shaani the Halfling Rogue level 10
11st Dusk 122nd year of Ascendancy at 19:05 see stats
By Shaani the Halfling Rogue level 20
66th Haze 122nd year of Ascendancy at 01:16 see stats
By Shaani the Halfling Rogue level 21
69th Haze 122nd year of Ascendancy at 15:00 see stats
By Shaani the Halfling Rogue level 17
39th Haze 122nd year of Ascendancy at 23:39 see stats
By Shaani the Halfling Rogue level 7
4th Flare 122nd year of Ascendancy at 17:25 see stats
By Shaani the Halfling Rogue level 14
2nd Haze 122nd year of Ascendancy at 03:44 see stats
By Shaani the Halfling Rogue level 18
57th Haze 122nd year of Ascendancy at 08:29 see stats
Log
Ivuvena the elven blood mage casts Grace of the Eternals.
Ivuvena the elven blood mage speeds up.
Shaani starts to bleed.
Elven mage's Earthen Missiles hits Shaani for 63 physical, 10 physical (73 total damage).
Elven mage's Earthen Missiles hits Shaani for 63 physical, 10 physical (73 total damage).
Elven mage's Earthen Missiles hits Shaani for 63 physical, 10 physical (73 total damage).
Bleeding from Elven mage hits Shaani for 31 physical damage.
Elven cultist's morale has been lowered.
Elven mage's morale has been lowered.
Ivuvena the elven blood mage's morale has been lowered.
Shaani uses Lunge.
Shaani performs a melee critical strike against Cyryda the elven blood mage!
Shaani hits Cyryda the elven blood mage for 1254 physical damage.
Elven cultist casts Soul Rot.
Shaani killed Cyryda the elven blood mage!
Ivuvena the elven blood mage casts Drain.
Ivuvena the elven blood mage's spell attains critical power!
Shaani tries to evade attacks.
Shaani is recovering from the damage!
Shaani shrugs off Elven cultist's 'Decrepitude Disease'!
Ivuvena the elven blood mage hits Shaani for 134 blight damage.
Elven cultist's Soul Rot hits Shaani for 111 blight damage.
Elven mage casts Shock.
Elven mage's spell attains critical power!
Elven cultist casts Drain.
Elven mage's Shock hits Shaani for 178 lightning damage.
Elven cultist hits Shaani for 84 blight damage.
Shaani the level 26 halfling rogue was debilitated by noxious blight before falling to death by an elven cultist on level 2 of Dark crypt.
Shaani shrugs off Elven mage's 'Dazed'!