











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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 | Normal Adventure |
| Sex | Female |
| Race | Drem |
| Class | Reaver |
| Level / Exp | 14 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 5 on the 19th Voratun 122nd year of Ascendancy at 17:19 0 / 6Killed by bandit at level 7 on the 21st Voratun 122nd year of Ascendancy at 22:46 Killed by Belylralaith the fox at level 8 on the 22nd Voratun 122nd year of Ascendancy at 22:14 Killed by giant venus flytrap at level 8 on the 23rd Voratun 122nd year of Ascendancy at 05:18 Killed by worm that walks at level 14 on the 20th Profit 122nd year of Ascendancy at 23:23 Killed by worm that walks at level 14 on the 21st Profit 122nd year of Ascendancy at 01:16 |
Primary Stats
| Strength | 35 (base 31) |
| Dexterity | 16 (base 11) |
| Constitution | 34 (base 18) |
| Magic | 38 (base 31) |
| Willpower | 13 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | -2/537 |
| Vim | 136/206 |
| Healing Factor | 1.185336564623 |
| Regeneration | 0.29633414115575 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 38 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 38 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +5% |
| Darkness | +7% |
| Blight | +5% |
| Arcane | +3% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +6% |
Defense: Base
| Armour (hardiness) | 30.08934837382 (81.151787968034%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 16 |
| Physical Save | 31 |
| Spell Save | 20 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 9%( 70%) |
| Cold | + 43%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 29%( 70%) |
| Mind | + 7%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Teleport Resistance | 20% |
| Pinning Resistance | 33% |
| Disarm Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 heal yourself for 239 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Drem | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 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 lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the temporal explorer from death by Belylralaith the fox. Escort: temporal explorer (level 3 of Trollmire) | 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 have explored the Sandworm Lair and vanquished their Queen. * 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. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed giant spider spinneret. * '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.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
Equipment
| On feet | Cyrodhessra (5 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +3 Defense +5 (+5 eff.) Mind.save +3 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +1 See.Invis +3 A pair of boots made of leather. |
| Light source | scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Max.HP +40.00 ---------- 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 | rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| On hands | dwarven-steel gauntlets 'Unridraldir' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Con dps ---------- Melee+ 8 blight 5 light Dmg.mod +5% blight +5% light +3% acid On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Armour +2 Fatigue +3% Resists +5% blight +9% light +6% acid Phys.save +19 (+9 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+2 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | focusing ash totem of healing [power 176] (11/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring 'Urtholantir'0.1 T1 ring jewelry [Rare] Arcane While equipped: ----- def ----- Resists +3% fire +3% mind +6% light Silence- +20% Pinning- +10% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.56 cold and 8.31 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around neck | stabilizing steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% temporal Pinning- +23% Knockbk- +20% Amulets make your neck look great! |
| In main hand | Poxwilter (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 nature While equipped: ----- def ----- Resists +3% temporal +6% fire +6% darkness +6% nature Mind.save +3 (+2 eff.) Disease- +10% Teleport- +20% One-handed war axes. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+5 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Cloak | shadow linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +7% darkness Res.pen +6% darkness ----- def ----- Defense +1 (+1 eff.) Resists +22% darkness +12% temporal Stealth +5 Def/telep +11 Res/telep +10% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lisura the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +9 Fatigue +22% Resists +15% acid +16% cold Max.HP +21.00 A suit of armour made of metal plates. |
Inventory
arcing steel longsword of massacre (20-28 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 49 damage Sharp, long, and deadly. |
blooming vined mindstar of clarity (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 4.0 - 4.4 Nature 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 (+4 eff.) ----- def ----- Mind.save +3 (+2 eff.) Heal.mod +15% Heal/summ +20 ---------- misc Max.psi +14.00 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. |
vined mindstar of clarity (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.0 - 5.5 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 (+4 eff.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +23.00 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. |
elemental steel waraxe of massacre (20-28 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 49 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +7% fire Res.pen +9% fire One-handed war axes. |
enveloping linen cloak of protection (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+7 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
deadly quiver of ash arrows of erosion (19/19, 34-48 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 34.5 - 48.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 19 Ranged+ +8 nature Arrows are used with bows to pierce your foes to death. |
3 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. |
62 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. |
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. |
4 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial1.0 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.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
yew totem of stinging 'Snownull' [power 284] (11/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% mind +15% cold Melee Ret 4 mind 6 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 10 ----- def ----- Spell.save +3 (+2 eff.) Sting an enemy dealing 284 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 31% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 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. |
Ulydas [power 260] (11/20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +2% Mind.pwr +15 (+10 eff.) Dmg.mod +15% mind Melee Ret 6 mind ---------- misc Psi/ret +0.04 Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
3 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. |
3 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
Log
The shield around Gad crumbles.
Gad HEALS from blight damage!
Ruin hits Worm that walks for 5 healing, 5 healing (0 total damage) [11 healing].
Melee retaliation hits Carrion worm mass for 15 fire damage.
Melee retaliation hits Worm that walks for 14 fire, 14 fire (27 total damage).
Carrion worm mass hits Gad for (3 absorbed), 0 physical (0 total damage).
Worm that walks hits Gad for (5 absorbed), 0 physical, (4 absorbed), 1 nature, 12 blight, 2 healing, 3 physical, 12 blight, 2 healing (28 total damage) [3 healing].
Black Blood Bleeding from Gad hits Carrion worm mass for 19 darkness damage.
Black Blood Bleeding from Gad hits Worm that walks for 14 darkness damage.
Carrion worm mass hits Worm that walks for 3 physical damage.
Talent Infusion: Regeneration is ready to use.
Gad HEALS from blight damage!
Epidemic from Worm that walks hits Gad for 28 blight, 4 healing (28 total damage) [4 healing].
Gad misses Worm that walks.
Worm that walks HEALS from blight damage!
Gad receives 5 healing from Carrion worm mass's wormblight area effect.
Carrion worm mass's wormblight area effect hits Carrion worm mass for 0 blight damage.
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 16 healing (0 total damage) [16 healing].
Gad hits Worm that walks for 20 physical, 14 physical, 0 blight, 5 healing, 5 light, 0 blight, 13 healing (38 total damage) [17 healing].
Worm that walks casts Worm Rot.
Gad is afflicted by a terrible worm rot!
Worm that walks hits Carrion worm mass for 0 blight, 7 nature, 0 blight, 0 blight, 0 blight (7 total damage).
Black Blood Bleeding from Gad hits Carrion worm mass for 19 darkness damage.
Black Blood Bleeding from Gad hits Worm that walks for 14 darkness damage.
Carrion worm mass hits Gad for 3 physical damage.
Melee retaliation hits Carrion worm mass for 15 fire damage.
Carrion worm mass hits Worm that walks for 3 physical damage.
Epidemic from Worm that walks hits Gad for 34 blight damage.
Gad the level 14 drem reaver was fouled to death by a worm that walks on level 1 of Old Forest.
















































































