












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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 Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 18 / 64% |
| Size | small |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 14 on the 71st Dusk 122nd year of Ascendancy at 11:15 0 / 6Killed by snow giant boulder thrower at level 14 on the 72nd Dusk 122nd year of Ascendancy at 06:47 Killed by snow giant boulder thrower at level 14 on the 72nd Dusk 122nd year of Ascendancy at 07:59 Killed by Gara the elder vampire at level 16 on the 9th Decay 122nd year of Ascendancy at 15:45 Killed by Gara the elder vampire at level 16 on the 9th Decay 122nd year of Ascendancy at 16:20 Killed by Weirdling Beast at level 18 on the 1st Allure 123rd year of Ascendancy at 10:55 |
Primary Stats
| Strength | 14 (base 17) |
| Dexterity | 43 (base 35) |
| Constitution | 23 (base 17) |
| Magic | 24 (base 10) |
| Willpower | 20 (base 11) |
| Cunning | 46 (base 33) |
Resources
| Life | -7/552 |
| Stamina | 8/176 |
| Healing Factor | 1.2299022211821 |
| Regeneration | 13.836399988299 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 36.323645669319 |
| See Invisible | 42.323645669319 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 50 |
| Crit Chance | 17% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Arcane | +11% |
| Cold | +7% |
| All | +4% |
| Darkness | +19% |
| Light | +13% |
| Lightning | +13% |
| Fire | +44% |
| Mind | +19% |
Offense: Damage Penetration
| Acid | +17% |
| Darkness | +22% |
| Temporal | +20% |
| Cold | +17% |
| Lightning | +17% |
| Mind | +27% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 35 (48.594633868923%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 16.923805221685 |
| Physical Save | 23 |
| Spell Save | 16 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 42%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 18%( 70%) |
| Mind | + 7%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 590% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 91 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 Magic by +5. | 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 Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 | Aeryma the Blindradiance (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +13% temporal +15% darkness +10% mind Melee Ret 2 mind ----- def ----- Armour +4 Fatigue +3% Resists +15% temporal +19% darkness +3% mind Def/telep +19 Res/telep +12% Dur/telep +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of dwarven-steel shots 'Chillwilter' (16/23, 42-50 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 42.0 - 50.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 23 Ranged+ +16 acid +4 cold +12 mind On Crit.r2 +4 acid +16 cold +4 mind Shots are used with slings to pummel your foes to death. |
| Light source | Flashclash2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +18% fire Melee Ret 2 fire ----- def ----- Max.HP +42.00 ---------- 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 | iron helm 'Frigidvault' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +3% cold Res.pen +10% cold ----- def ----- Armour +3 Fatigue +5% Resists +3% cold +14% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 20 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 137.27 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | steel torque of gale force [power 160] (12/13 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 166 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Haradin the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Mag +2 Wil dps ---------- Phys.pwr +9 (+4 eff.) Spell.pwr +9 (+4 eff.) Mind.pwr +8 (+4 eff.) S.pwr/crit +6 Dmg.mod +4% all +12% fire ----- def ----- Resists +24% fire Max.HP +51.00 HP.reg +11.00 Heal.mod +12% ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
| On fingers | copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great! |
| Around neck | insulating copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% fire +11% cold Amulets make your neck look great! |
| In main hand | runic cured leather sling of piercing4.0 T2 sling 1H weapon [Ego++] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: 10% Arcane Vortex 2 While equipped: Stats +2 Mag dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +7% arcane Res.pen +7% all Acc +7 (+2 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 24-33 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 23.5 - 32.9 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Poruna the Sleetwing (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +7 Cun dps ---------- Dmg.mod +15% mind Res.pen +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +6% cold Max.HP +32.00 ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thunderwitch (6 def, 11 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Melee+ 7 fire Ranged+ 6 fire Dmg.mod +6% lightning Res.pen +10% lightning +10% acid Melee Ret 4 acid ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +7% Resists +14% blight +17% fire +13% darkness +21% physical Phys.save +13 (+6 eff.) ---------- misc Light +2 A suit of armour made of leather. |
Inventory
Blood of Life0.4 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..." |
copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
psionicist's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +4 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Max.HP +20.00 Disarm- +26% Pinning- +24% Knockbk- +21% Rings make your fingers look great! |
savior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +22% Pinning- +27% Knockbk- +22% Rings make your fingers look great! |
solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
Eremuruirab the Jetfoe1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +3 (+2 eff.) Dmg.mod +3% cold Res.pen +25% darkness +20% physical ----- def ----- Spell.save +6 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
hardened leather belt 'Brandresolve'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +15% physical ----- def ----- Armour +16 Resists +8% lightning +9% temporal +12% fire A belt that goes around your waist. |
rough leather belt 'Yvuyamina'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +2 Dex dps ---------- Phys.pwr +3 (+2 eff.) ----- def ----- Crit.chn- 15.00% Spell.save +6 (+5 eff.) ---------- misc Infravis +2 Size +1 A belt that goes around your waist. |
murderer's linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +8% acid +9% physical +8% fire +11% cold ----- def ----- Resists +11% acid +12% physical +10% darkness +12% cold +10% fire +11% mind +9% all Phys.save +12 (+6 eff.) Spell.save +10 (+7 eff.) Mind.save +20 (+10 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
undeterred pair of iron boots of invasion (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +3 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +20% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Acc +7 (+2 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +11 (+7 eff.) 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. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
7 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. |
52 alchemist agate0.0 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. |
3 aquamarine0.0 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. |
3 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. |
emerald0.0 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
extending yew totem of stinging [power 278] (12/13 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 289 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
8 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. |
9 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
Killed Ben Cruthdar the Cursed.By Hear Procarz the Halfling Skirmisher level 14
60th Dusk 122nd year of Ascendancy at 04:12 see stats
Exterminator
Killed 1000 creatures.By Hear Procarz the Halfling Skirmisher level 18
1st Allure 123rd year of Ascendancy at 01:41 see stats
Level 10
Got a character to level 10.By Hear Procarz the Halfling Skirmisher level 10
9th Mirth 122nd year of Ascendancy at 12:52 see stats
The Arena
Unlocked Arena mode.By Hear Procarz the Halfling Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 12:00 see stats
Log
Hear Procarz's Shoot hits Weirdling Beast for (67 to bones), 0 physical, 18 acid, 4 cold, 7 mind, 9 fire (38 total damage).
Weirdling Beast casts Rune: Shielding.
A shield forms around Weirdling Beast.
Talent Block is ready to use.
Hear Procarz uses Evasion.
Hear Procarz tries to evade attacks.
Hear Procarz uses Block.
Bleeding from Hear Procarz hits Weirdling Beast for (17 absorbed), 0 physical (0 total damage).
Weirdling Beast uses Infusion: Wild.
Weirdling Beast stops bleeding.
Weirdling Beast is cured!
Weirdling Beast lessens the pain.
Weirdling Beast casts Taint: Devourer.
Hear Procarz is no longer evading attacks.
Taint: Devourer hits Weirdling Beast for 80 healing, 80 healing, 80 healing (0 total damage) [239 healing].
Weirdling Beast uses Mind Sear.
Hear Procarz tries to evade attacks.
Weirdling Beast hits Hear Procarz for 142 mind damage.
Talent Infusion: Movement is ready to use.
Hear Procarz uses his steel torque of gale force!
Hear Procarz hits Weirdling Beast for (88 absorbed), 0 physical (0 total damage).
Hear Procarz hits Shadow for 166 physical damage.
Hear Procarz overcomes the gloom.
Hear Procarz shoots!
Weirdling Beast casts Manathrust.
Weirdling Beast hits Hear Procarz for 168 arcane damage.
Hear Procarz the level 18 halfling skirmisher was dweomered to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.












































































